mjolnirviking said:
hey unkreative can you tell me how to extract animations from the original witcher red box first edition iknow there where some animations there that i didn't see in the e.e. or couldn't find in the djinni
I wonder, actually there should be more animations coming with the EE... But allright, what do you want to do with the animations?1.) Do you want to use additional anim. in cinematics? (not all show up, which are actually in the game!)If you want to load animations to a cinematic, which now do not appear when you create a new cinematic file, you must create an "animation sets" folder first inside your "Cutscenes" folder. If you do not have the folder, Djinni will crash, if you try to load animation sets.With this done, you must shove all *mda files into that animation sets folder. *mda are all the animation files.You'll find those with the meshes (which are *mdb - what's kinda compiled *mdl fornat). Watch out - the ending of the animationfiles there is *mba ! (like
lofty_w1.mba, cr_wraith.mba)I've just copied all *mba files from there to my animation sets folder and renamed them to *mda.When you're done, you can make use of these files in a cinematic.2.) Do you want to add anim. to a character, when the character actually doesn't have this kind of animation?First of all, make a copy of the file you want to change. That can be any cr_*mba file like:
binarycompositemodel cr_bitch1 cm_bitch1 animationset face animationset arm_correction_w animationset dialog_w_over animationset dialog_eye_over animationset gest animationset gest_w animationset dialog_w animationset lofty_w1 animationset effect animationset c_dggf animationset id_wb animationset work animationset work_wdonecompositemodeleventsoverride 1H_FIN_6_reactevent 0.38000 sgrp_damageevent 1.86000 sgrp_deathevent 4.12000 ply_enm_bodyfalls1:3 127.000000 22.000000 0.000000eventsoverride 1h_fin_10_Reactevent 1.32500 sgrp_deathevent 1.99500 ply_enm_bodyfalls1:3 127.000000 22.000000 0.000000eventsoverride 1h_fin_7_reactevent 1.49500 sgrp_deathevent 1.73500 snd_footstepevent 5.16000 ply_enm_bodyfalls1:3 127.000000 22.000000 0.000000eventsoverride diebckevent 0.00000 sgrp_deathevent 1.13500 ply_enm_bodyfalls1:3 127.000000 22.000000 0.000000eventsoverride 1h_fin_4_Reactevent 1.34599 sgrp_deathevent 2.68000 ply_enm_bodyfalls1 127.000000 22.000000 0.000000eventsoverride 1h_fin_9_Reactevent 0.87615 sgrp_damageevent 1.51500 snd_footstepevent 1.91500 snd_footstepevent 2.39000 snd_footstepevent 4.48965 sgrp_deathevent 5.04000 ply_enm_bodyfalls1:3 127.000000 22.000000 0.000000eventsoverride w_h_sleep1event 1.32000 ply_wrk_snore6in1:2 127.000000 22.000000 0.000000event 2.48500 ply_wrk_snore6out1:2 127.000000 22.000000 0.000000event 3.58000 ply_wrk_snore6in1:2 127.000000 22.000000 0.000000event 4.59000 ply_wrk_snore6out1:2 127.000000 22.000000 0.000000eventsoverride w_h_sleep2event 0.28500 ply_wrk_snore6in1:2 127.000000 22.000000 0.110000event 1.52000 ply_wrk_snore6out1:2 127.000000 22.000000 0.100000eventsoverride fsv_fin_1_Reactevent 0.56000 sgrp_damageevent 0.71000 snd_footstepevent 1.49500 sgrp_deathevent 1.64500 snd_footstepevent 1.87000 snd_footstepevent 2.56000 ply_enm_bodyfalls1:3 127.000000 22.000000 0.000000donebinarycompositemodel
The first thing you see are the animations. Theoretically you could open now some other model (normally all bipeds should carry the same skeleton), which has an animation you'd like to see on this model, and "copy" the animations from the other file. Men of course got typical male animations and women, well female behaviour. But you could try to add a different fighting style. ^-^
binarycompositemodel cr_order1 cm_m_ph animationset face animationset dialog_m_over animationset dialog_eye_over animationset gest animationset gest_m animationset dialog_m animationset effect animationset c_dggf animationset c_fsc animationset c_1hsh animationset c_bowf animationset c_pss animationset id_m animationset work animationset work_mdonecompositemodeleventsoverride 1h_fin_10_Reactevent 1.32500 sgrp_deathevent 1.99500 ply_enm_bodyfalls4:7 127.000000 22.000000 0.000000eventsoverride diebckevent 0.18500 sgrp_deathevent 1.16000 ply_enm_bodyfalls4:7 127.000000 22.000000 0.000000eventsoverride 1h_fin_9_Reactevent 0.87615 sgrp_damageevent 1.51500 snd_footstepevent 1.91500 snd_footstepevent 2.39000 snd_footstepevent 4.48965 sgrp_deathevent 5.09000 ply_enm_bodyfalls4:7 127.000000 22.000000 0.000000eventsoverride 1h_fin_7_reactevent 1.49500 sgrp_deathevent 1.73500 snd_footstepevent 5.15500 ply_enm_bodyfalls4:7 127.000000 22.000000 0.000000eventsoverride 1H_FIN_6_reactevent 0.38000 sgrp_damageevent 1.86000 sgrp_deathevent 4.10000 ply_enm_bodyfalls4:7 127.000000 22.000000 0.000000eventsoverride 1h_fin_4_Reactevent 1.34599 sgrp_deathevent 2.63500 ply_enm_bodyfalls4:7 127.000000 22.000000 0.000000eventsoverride w_h_sleep1event 0.00000 ply_wrk_snoreout1:2 127.000000 22.000000 0.000000event 1.37757 ply_wrk_snorein1:2 127.000000 22.000000 0.000000event 2.53271 ply_wrk_snoreout1:2 127.000000 22.000000 0.000000event 3.92463 ply_wrk_snorein1:2 127.000000 22.000000 0.000000eventsoverride w_h_sleep2event 0.22959 ply_wrk_snore3in1:2 127.000000 22.000000 0.000000event 1.63586 ply_wrk_snore3out1:2 127.000000 22.000000 0.000000eventsoverride fsv_fin_1_Reactevent 0.56000 sgrp_damageevent 0.71000 snd_footstepevent 1.49500 sgrp_deathevent 1.64500 snd_footstepevent 1.87000 snd_footstepevent 2.56000 ply_enm_bodyfalls4:7 127.000000 22.000000 0.000000donebinarycompositemodel