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Thread: Porting animations from CoD5/CoD4 to CoD2

  1. #21
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    Surely, usebones should be set to "yes".

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    the_law (8th March 2015)

  3. #22
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    I dunno though, that doesn't really fix it for me.

    When I set the "model" for the xanim, should that model include both the weapon and the hands? Or should it just be the viewmodel of the gun?

  4. #23
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    Quote Originally Posted by the_law View Post
    I dunno though, that doesn't really fix it for me.

    When I set the "model" for the xanim, should that model include both the weapon and the hands? Or should it just be the viewmodel of the gun?
    Use this for a reference:



    The second option is “model”, which can be confusing at first. We associate every animation with a model, which establishes the base pose and proportions that the animation is diverging from. We also get all hierarchy information from the model. Also, any joints that are in the animation but not in the model will be stripped from the animation. We made a special model file called “Base_character” for our full-body character animations. It’s basically just a copy of our Josh model, but we called it base_character to make it easy to find.
    http://wiki.modsrepository.com/index...f_Duty_4:_Maya
    Last edited by Tally; 8th March 2015 at 19:39.

  5. #24
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    Opened up a few of the stock CoD2 xanims in Tom's XAnim Exporter. I tried doing the animations using the same properties as the g43 animations:

    Looping: NO (for all anims this time)
    Type: Absolute

    I also checked UseBones.

    It's still not working, though. Perhaps the problem is in the way I export from .mb to .XANIM_EXPORT?
    I would like some input on the steps other modellers/animators go through to export their xanims from Maya to a .XANIM_EXPORT file.

  6. #25
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    Quote Originally Posted by the_law View Post
    Opened up a few of the stock CoD2 xanims in Tom's XAnim Exporter. I tried doing the animations using the same properties as the g43 animations:

    Looping: NO (for all anims this time)
    Type: Absolute

    I also checked UseBones.

    It's still not working, though. Perhaps the problem is in the way I export from .mb to .XANIM_EXPORT?
    I would like some input on the steps other modellers/animators go through to export their xanims from Maya to a .XANIM_EXPORT file.
    Go to this forum:

    http://openwarfaremod.com/owforum/index.php

    Personal Message a guy named Tito - tell him I sent you. He is an expert exporter. Perhaps the best in the community. He will surely be able to help you.

    EDIT -

    This is a link to tito's profile:

    http://openwarfaremod.com/owforum/me...7b7e489ff39ee2

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    the_law (9th March 2015)

  8. #26
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    Thanks, but I tried registering for the forum a few months back, actually. The administrator still hasn't activated my account

    I just made a new one, let's see if it works.

  9. #27
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    If I'm right the guy Tally means is `titopricus` if you google him then you'll find his youtube, xfire and other accounts where you may be able to reach him.

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    the_law (9th March 2015)

  11. #28
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    I've PMed tito to come here instead. Let's see if he does it

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    the_law (9th March 2015)

  13. #29
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    Hello
    ElTitoPricus reporting for duty or titopricus or tito

    Let's start from the top
    I always use these settigns for the conversion of viewmodel xanims



    If you have any questions pm me or better ask here, so the whole community will learn

    Over and out.

    PS the tags for the xanim_export changes depending on the cod you want to export to.
    I will install cod1 and cod2 and take a look.
    Last edited by ElTitoPricus; 9th March 2015 at 11:42. Reason: Add text

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    kung foo man (9th March 2015),the_law (9th March 2015)

  15. #30
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    Also

    Don't drag the .tanims into maya or any other 3d program that you use. Always import for better results
    and reload the .mb file for each animation

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    the_law (9th March 2015)

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