Lt. Sherpa
29-06-2009, 03:00
I've spent the better part of this last week (my break between summer sessions 1 & 2 :P ) learning 3DS Max and trying to understand MoW's animation system, but I'm still having difficulty putting everything together. So far, my understanding is that all human models are built on a universal IK bone structure, with a mesh (humanskin) that is linked to this. The bone structure needs to be universal/constant because all of the animation files use this structure. Any significant changes would have some really odd results.
So, if I were to make an entirely new character mesh and link it to the IK structure in the gb_com example file and export it, it should work. All I need to do is create a new breed with the skin, and I'm good to go.
What I'm actually having difficulty with is determining how animations are called. I was looking in the .mdl file for the skin and noticed /properties/animation/human/human_anm.ext
This file essentially contains two lines, with variation
{blend "pose_stand_look_around_gun" {pose "stand_look_around_gun" end}}
{sequence "stand_look_around_gun" {speed 0.65}}
{pose "stand_look_around_gun" end} points to {sequence "stand_look_around_gun"}. the sequence is the anm file that is called, but what is {blend "pose_stand_look_around_gun" } ?
I don't quite grasp what blend means, and I haven't found any other solid references to the "pose_stand_look_around_gun" or other various blend poses.
to further complicate things, I found human.ext, which extends human_fsm.ext, which further extends all of the human_fsm/*.inc files, which all makes absolutely no sense at all.
So, I guess that breaks everything down into two questions. what files/functions call the blend "pose" in human_anm.ext and what files reference human.ext, human_fsm.ext, and the human_fsm/*.inc files?
Thanks,
Sherpa
So, if I were to make an entirely new character mesh and link it to the IK structure in the gb_com example file and export it, it should work. All I need to do is create a new breed with the skin, and I'm good to go.
What I'm actually having difficulty with is determining how animations are called. I was looking in the .mdl file for the skin and noticed /properties/animation/human/human_anm.ext
This file essentially contains two lines, with variation
{blend "pose_stand_look_around_gun" {pose "stand_look_around_gun" end}}
{sequence "stand_look_around_gun" {speed 0.65}}
{pose "stand_look_around_gun" end} points to {sequence "stand_look_around_gun"}. the sequence is the anm file that is called, but what is {blend "pose_stand_look_around_gun" } ?
I don't quite grasp what blend means, and I haven't found any other solid references to the "pose_stand_look_around_gun" or other various blend poses.
to further complicate things, I found human.ext, which extends human_fsm.ext, which further extends all of the human_fsm/*.inc files, which all makes absolutely no sense at all.
So, I guess that breaks everything down into two questions. what files/functions call the blend "pose" in human_anm.ext and what files reference human.ext, human_fsm.ext, and the human_fsm/*.inc files?
Thanks,
Sherpa