Animation rules.

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ARC1778
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Animation rules.

Post by ARC1778 »

Right chaps, Consider this an ELIM (Explain Like I'm Five) on reddit.

Amin files, so we can have 18 of these, but what's in them?
How big can they be (size/number of files)?
Can a class use more than one?
Do they have to use all the amin files?
What's stopping us from having infinite animations other than time and processing power?

I'm sorry I really don't get this, please help.


unused lowers
Since there are uppers and lowers, if some of the lower slots are unused, can one just get a set to use a lower from another set, then use that lower slot for another animation? Can lowers only be lower body? Or anything?

can a sprint while crouched feature be implemented?

sorry for my stupidity.
Marth8880
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Re: Animation rules.

Post by Marth8880 »

This document answers many of these questions: http://www.secretsociety.com/forum/down ... System.txt

ARC1778 wrote:Amin files, so we can have 18 of these, but what's in them?
It's worth noting that these are munged files, so you'll never be needing to edit them directly.
*.ANIMS: Text file; similar to REQ files; lists a reference for every single animation (MSH file) in the set. (example of what one looks like)
*.ZAABIN: Binary file; contains all of the munged animation data.
*.ZAFBIN: Binary file; contains all of the munged skeleton data.

ARC1778 wrote:How big can they be (size/number of files)?
While there is no known hardcoded limit, you're basically limited to the total number of possible animations for each possible animation bank (stock and custom).

ARC1778 wrote:Can a class use more than one?
No, and there's no need to do so anyway.

ARC1778 wrote:Do they have to use all the amin files?
A class with the ODF class type "Soldier" will use all of the animations in its animation set (if one is specified). Animations missing from the specified set will be substituted with the ones from the stock "human" set, which all classes use by default.

ARC1778 wrote:What's stopping us from having infinite animations other than time and processing power?
Memory limits. (not sure what the limits are exactly)

ARC1778 wrote:Since there are uppers and lowers, if some of the lower slots are unused, can one just get a set to use a lower from another set, then use that lower slot for another animation?
If an upper slot is unspecified, the scope from the default set is used. See the document I provided a link to.

ARC1778 wrote:Can lowers only be lower body? Or anything?
The presence of "lower" in the name means that animations are applied only to the bones below the hips, and the presence of "upper" in the name means that animations are applied only to the bones above the hips.

ARC1778 wrote:can a sprint while crouched feature be implemented?
No. (it wouldn't really make logical sense anyway)
ARC1778
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Re: Animation rules.

Post by ARC1778 »

What's the total possible animations?

Why is there no need of a class to use more than one?

Sorry this took so long. x
Marth8880
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Re: Animation rules.

Post by Marth8880 »

ARC1778 wrote:Why is there no need of a class to use more than one?
It can't be done anyways so the answer to that is moot.
ARC1778 wrote:What's the total possible animations?
What do you mean? Your question is way too vague. You need to be specific. Are you asking what the maximum number of custom animation banks is? The maximum number of animation sets? What are you asking?

ARC1778
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Re: Animation rules.

Post by ARC1778 »

I DON'T KNOW!!! :funny2:

Okay, how many animations can a class use per weapon, how many weapons/tools/genades can they have with unique animations.

How many classes with unique animations can there be?

This topic is very open ended in my head.
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