ok great.
first off where is the model from?
what 3d program are you using to know what animation exist in the model?
FBX format is not going to work right now.
It will need to be in x format to even stand a chance of getting into game guru right now.
What kind of skeleton exists. If it is over 60 bones, then it will be even harder to get it in.
You will need to know how to open and edit the model in which ever 3d program you decide to use.
You may need to scale the model to the proper size, as most things you get that are not from Game Guru are not scaled proper in anyway shape or form.
If the model is not scaled proper in the first place, you will most likely have to re rig and re animate it.
Once you manage to get thru that, then you will need to record the animation sequences (walk, run, attacks, death, hit or damage to the character, other animations you may want), on a piece of paper to be hand entered into the fpe file at the bottom in the animation section you listed in your first post.
Anim# = the animation sequence of a specific task such as walk, or idle Will need a start and end frame of animation to point to so a script knows when to start and stop a sequence.
You can have as many of these as you want and just keep incrementing the # part up one number each sequence.
If you use anim statement to list out animations then you will need to make a custom script to operate the character.
section in fpe file:
;anim
animmax = 1
anim0 = 3000,3100
playanimineditor = 1
anim1 = 0,100
anim2 = 101,130
anim3 = 131,170
anim4 = 171,200
anim5 = 200,255
and so on till all your animations are listed.
animmax is the number of animations you have Plus 1. You list them out starting with anim0 as the first one. Anim0 will play in the editor without any script such as swaying trees, or rotating objects that will be animating all the time.
They are turned on by this statement in the fpe file. playanimineditor = 1. setting this to 0 will not have that animation playing in the editor.
If you open the Uber Soldier red.FPE file and look at the bottom part you notice that anim statement is not used.
This is the new character control stuff that works with the stock scripts.
They are listed out just like the anim statements but function a bit different
There is a file called Uber Soldier Red.txt which is the animations that that model style has and what they do.
Now take a look at the AIAnims section.
Explanation of the LUA commands to control AI Animations
function CharacterControlUnarmed(e)
SendMessageI("charactercontrolunarmed",e);
end
function CharacterControlLimbo(e)
SendMessageI("charactercontrollimbo",e);
end
function CharacterControlArmed(e)
SendMessageI("charactercontrolarmed",e);
end
function CharacterControlFidget(e)
SendMessageI("charactercontrolfidget",e);
end
function CharacterControlDucked(e)
SendMessageI("charactercontrolducked",e);
end
function CharacterControlStand(e)
SendMessageI("charactercontrolstand",e);
end
function SetCharacterToWalk(e)
SendMessageI("setcharactertowalkrun",e,0);
end
function SetCharacterToRun(e)
SendMessageI("setcharactertowalkrun",e,1);
end
function SetCharacterToStrafeLeft(e)
SendMessageI("setcharactertostrafe",e,0);
end
function SetCharacterToStrafeRight(e)
SendMessageI("setcharactertostrafe",e,1);
end
Lee's explanation to me:
Quote: "
the LUA commands you mention actually control the AI system, and in the AI system in turn chooses animations from the CSI database, there is not a pure direct association between the commands and a specific animation block. That said, you can pretty much guess that in unarmed control state all the 'csi_unarmed' animations will be used, the armed state uses 'csi_stood', the limbo uses no animation blocks and switches off the AI system ability to force an animation on the entity. The fidget can trigger extra idle animations if they are available, i.e. csi_stoodfidget1 through 4."
This is all new to me and I dont mess with it much.
You transfer your animations to these where they would best fit, based on whether you want the AI armed or not or with different weapons. There will be a lot of trial and error, best to match your animations to this if possible for the stock scripts to work with the least hassle.
;AIAnims
csi_relaxed1 = 900,999
csi_relaxed2 = 1000,1282
csi_relaxedmovefore = 1290,1419
csi_cautious = 900,999
csi_cautiousmovefore = 1325,1419
csi_unarmed1 = 3000,3100
csi_unarmed2 = 3430,3697
csi_unarmedconversation = 3110,3420
csi_unarmedexplain = 4260,4464
csi_unarmedpointfore = 4470,4535
csi_unarmedpointback = 4680,4745
csi_unarmedpointleft = 4610,4675
csi_unarmedpointright = 4540,4605
csi_unarmedmovefore = 3870,3900
csi_unarmedmoverun = 3905,3925
csi_unarmedstairascend = 5600,5768
csi_unarmedstairdecend = 5800,5965
csi_unarmedladderascend1 = 4148,4110
csi_unarmedladderascend2 = 4148,4255
csi_unarmedladderascend3 = 4225,4255
csi_unarmedladderdecend1 = 4255,4225
csi_unarmedladderdecend2 = 4225,4148
csi_unarmeddeath = 4800,4958
csi_unarmedimpactfore = 4971,5021
csi_unarmedimpactback = 5031,5090
csi_unarmedimpactleft = 5171,5229
csi_unarmedimpactright = 5101,5160
csi_inchair = 3744,3828
csi_inchairsit = 3710,3744
csi_inchairgetup = 3828,3862
csi_swim = 3930,4015
csi_swimmovefore = 4030,4072
csi_stoodnormal = 100,205
csi_stoodrocket = 6133,6206
csi_stoodfidget1 = 100,205
csi_stoodfidget2 = 210,318
csi_stoodfidget3 = 325,431
csi_stoodfidget4 = 440,511
And so on....
Once this is all done then you start testing it in the engine and see how it came out.
Do keep in mind that this system is still evolving and things could change with it as more work gets added to the engine.
There are a few classes of characters and they all have specific ways they work with the stock scripts.
Soldiers - Have the animations for waypoint use. Some are defenders, some use flak weapons, such as the RPG, some are just setup to outright seek and destroy the player.
Zombies - No ability stock to use waypoints, they work based on range from the player.
Medieval - They could use waypoints, or be free roaming characters.
Fantasy - they have a different way that they can be used depending on whether they come off the ground or not, if they are oversized or not.
That is about all the info I have.
And it still wont do you any good unless you dive deep into it.
Sorry if I make you angry.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.