Well, I had a bit of fun last night animating a character and setting it up for the ai_soldier script and I got it almost right first try.
I used this method:
1. downloaded each animation with skin as .fbx
2. imported each animation into Max, exprted back out as .fbx, then imported it back in and saved the animations.
3. imported a character model without animations, then loaded each animation into the timeline.
4. exported as .x
5. imported into fragmotion and exported directly out again
6. imported into animer, added a FIRESPOT and exported back to .x
7. Created a thumbnail and an FPE and dropped everything into a flder in entitybank
All the AI animations worked perfectly!
Only two issues came up:
Firstly the gun displayed pointing the wrong way and no matter how much I change the position and rotation of the FIRESPOT in animer it just doesn't change its position in GG, and secondly I have no death animation so set it to ragdoll = 1, but when it dies it just freezes in position instead of collapsing, i'll work on it tonight, maybe if I can't get ragdoll to work i'll add a death animation instead.
At least I know how to get animations to work right so I can at the very least start working on a series of non-combat animations for civilians.
I assume that if I want to have custom anims (not AI ones) I would do this in the ;anim part of the FPE:
4
;anim
animmax = 5
anim0 = 1,100
anim1 = 101,200
anim2 = 201,300
anim3 = 301,400
anim4 = 401,500
playanimineditor = 1
and then call them in the script.
So two questions now:
What is the LUA script command to run play an animation?
Any tips on fixing the Firespot issue? For some reason changing it in animer just doesn't change it in GG (and yes I am saving it back to the right place and deleting the .obj file)