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»Forums Index »Halo CE Maps (Bungie/Gearbox) »Halo CE General Discussion »Sliding and Remade 3P animations inputted into Halo CE via OS or not?

Author Topic: Sliding and Remade 3P animations inputted into Halo CE via OS or not? (19 messages, Page 1 of 1)
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flameomega
Joined: Jul 19, 2010

My animation portfolio http://farzad.csprance.com/


Posted: Jul 11, 2012 06:35 PM          Msg. 1 of 19
Hey guys so I made a sliding animation for Halo CE and I've remade the AR animations along with special animations for specific guns that i've animated for my mapping team and I was wondering how I would get them ingame.

https://dl.dropbox.com/u/52414031/cyborgslide.avi

I'll put up the other animations later.

[UPDATE]

http://youtu.be/Cjku3Rv1cTQ
Edited by flameomega on Jul 11, 2012 at 09:06 PM


waffles
Joined: Nov 18, 2010

bullpup


Posted: Jul 12, 2012 03:23 PM          Msg. 2 of 19
You just have to make sure when you export them that they are the right format for what they are used for.

Make sure that you have the tools to get the job done as well. I assume you already have the HEK, in which you need tool to compile the animations, and guerilla to make any edits/etc. But if you have a later version of max, grab CAD's animation exporter ( http://hce.halomaps.org/index.cfm?fid=3627 ) to export your animations from max into a format that can be run through tool (jma/jmo/jmm/jmr/jmt/etc). The format you choose depends on what type of animation you have.

Short rundown of common animations and formats:

Fire/aiming/looking/aux animations- .jmo formatted, the "o" in jmo stands for "overlay", the simplest way i can explain is that these animations play over other animations at the same time (ex: running and shooting at the same time.)

Moving foward/back/left/right, idles, jumping, getting in a vehicle seat, or anything that translates movement ingame- .jma/.jmm formatted, these animations must actually "move" in some direction at some distance in 3ds max in order to move ingame.

Melee/reloads- .jmr formatted, the "r" stands for "replacement", basically these animations replace any animation playing on the active nodes that are used.

Turning- .jmt formatted, the "t" obviously means turn(ing), self explanatory really.

The tool command for animation compiling is "tool animations 'animation directory' (ex: characters/marine)"

The folder it looks for is "animations" in your data, in the case of the ex above the directory in data the animations were in are "data/characters/marine/animations" however you do not need to type out the animation folder in the command.

Dont plan on changing your animation model in max if you want to avoid checksum mismatches and the like, also if you just want to "add" the animations you have to the existing cyborg animations you must extract all the default cyborg animations to compile with or you will lose all default animations in tool. you also have to change your checksum values manually in a text editor to match the default ones, or "jason" will push you around in a wheelchair xD.

The animations themselves are very nice btw! keep it up.


flameomega
Joined: Jul 19, 2010

My animation portfolio http://farzad.csprance.com/


Posted: Jul 12, 2012 04:19 PM          Msg. 3 of 19
Holy crap I didn't expect anyone to reply ;_;

Thanks alot for all the info but I actually don't compile at ALL for halo XD I just make the animations, my friend/team leader compiles all the crap, I just wanted to make sure that remade 3p animations could actually be put into halo.

And thanks again, will do :)

(our mapping team >> http://beta.xfire.com/communities/sdsmt)
Edited by flameomega on Jul 12, 2012 at 04:21 PM


darksoldier
Joined: Dec 28, 2010

"The floods" remake project. Leader.


Posted: Jul 12, 2012 06:16 PM          Msg. 4 of 19
Those animations look awesome mister flameomega. ;) Keep it up :D


flameomega
Joined: Jul 19, 2010

My animation portfolio http://farzad.csprance.com/


Posted: Jul 12, 2012 06:39 PM          Msg. 5 of 19
Thanks :)


Spartan314
Joined: Aug 21, 2010


Posted: Jul 12, 2012 06:40 PM          Msg. 6 of 19
Very cool animations. ;)


flameomega
Joined: Jul 19, 2010

My animation portfolio http://farzad.csprance.com/


Posted: Jul 12, 2012 11:20 PM          Msg. 7 of 19
Thanks alot!

I just made a sprinting animation for 3P Cyborg :D!

http://www.youtube.com/watch?v=J4XJx0B9A5c&feature=youtu.be


darksoldier
Joined: Dec 28, 2010

"The floods" remake project. Leader.


Posted: Jul 13, 2012 11:59 AM          Msg. 8 of 19
I think halo need more anims like that. :D

If you the time, can you make an crouch animations for the cyborg ( when we want to snipe someone) I don't have the word xd sorry i'am french lol


flameomega
Joined: Jul 19, 2010

My animation portfolio http://farzad.csprance.com/


Posted: Jul 13, 2012 12:03 PM          Msg. 9 of 19
But the cyborg already has crouch animations :O!
I'm gonna take a big guess here, are you talking about proning? (Lying down on his stomach?)

Je vais faire une supposition ici, parlez-vous Proning? (Couché sur le ventre?)

^^ lolololol google translate.


darksoldier
Joined: Dec 28, 2010

"The floods" remake project. Leader.


Posted: Jul 13, 2012 12:33 PM          Msg. 10 of 19
Yes that's it xd "Lying down on his stomach":D. Thanks alot. If you do this, I'll call you"god" xd


flameomega
Joined: Jul 19, 2010

My animation portfolio http://farzad.csprance.com/


Posted: Jul 13, 2012 12:54 PM          Msg. 11 of 19
Haha, it's funny cause rambo requested me that right after I made this topic. And I'll try man :b

And I made a new sprinting animation, much better than the last one, hope you guys like it.

http://www.youtube.com/watch?v=5Uz3gBfunfE&lc=W7ycHSdBEP2vOM6RJONeu651MIRDWuCIMbs0LeGhqrc&feature=inbox
Edited by flameomega on Jul 13, 2012 at 12:55 PM


darksoldier
Joined: Dec 28, 2010

"The floods" remake project. Leader.


Posted: Jul 13, 2012 02:10 PM          Msg. 12 of 19
That's pretty good man !!! :D awesome job ;) If you make a good spartans melee awesome, that would be awesome :D Because with that we can creat a impressive spartans.actors variant :)


flameomega
Joined: Jul 19, 2010

My animation portfolio http://farzad.csprance.com/


Posted: Jul 13, 2012 05:08 PM          Msg. 13 of 19
Would anyone be willing to export my animations and try to put em in game :O?

[UPDATE]

Ok uh, not to sound desperate >_> but If someone is able to get working 3P anims in game that'd be awesome because our CE3 trailer has to be made today and our team cant get the anims working ;-;
Edited by flameomega on Jul 13, 2012 at 06:32 PM


darksoldier
Joined: Dec 28, 2010

"The floods" remake project. Leader.


Posted: Jul 13, 2012 06:42 PM          Msg. 14 of 19
Sorry bro i don't have any idea how export 3p animations on halo. I know about first person animation. Ask teh lag i think he knows how to do that ! ;)


flameomega
Joined: Jul 19, 2010

My animation portfolio http://farzad.csprance.com/


Posted: Jul 13, 2012 07:22 PM          Msg. 15 of 19
I don't have his xfire or any other sort of way to contact him :C


waffles
Joined: Nov 18, 2010

bullpup


Posted: Jul 13, 2012 08:30 PM          Msg. 16 of 19
I could compile a set for ya along with the default cyborg stuff, just send me the max files. I know you guys had an issue with an error im not familiar with on tool, but i could definately take a look and see what i can do, cant promise itll be done by a deadline...
Edited by waffles on Jul 13, 2012 at 08:31 PM


flameomega
Joined: Jul 19, 2010

My animation portfolio http://farzad.csprance.com/


Posted: Jul 13, 2012 09:14 PM          Msg. 17 of 19
Omg thank you so much waffles, and we started to film the trailer today, but we have to re-export some new fp animations. (Psst. what's your xfire/the contact I can send the links to :o)


waffles
Joined: Nov 18, 2010

bullpup


Posted: Jul 13, 2012 09:17 PM          Msg. 18 of 19
I'm not on xfire alot, but i always check my pm's on here. Just send the links through a pm and ill get em.


flameomega
Joined: Jul 19, 2010

My animation portfolio http://farzad.csprance.com/


Posted: Jul 13, 2012 09:46 PM          Msg. 19 of 19
Alright so, I haven't really gotten any input on the animations. So I'm still not sure if they'll work in game or not but I can't make anymore animations as I am swamped with school work and other crap now :c
Edited by flameomega on Jul 20, 2012 at 05:22 PM

 

 
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