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Mapping Definition: Actions and Character Animations

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ndl_1

Senior user
#1
Jul 31, 2008
Mapping Definition: Actions and Character Animations

Hi,I played around with the djinni and while experimenting I found that there are lots of actions one can assign, but the list of animations used by the action is not always defined as animations with the characters. F.E. Giving abigail a sword and using swordfight actions would make her just to stand there because the animations are not defined with her.Is there a mapping table available, or a script resource one can look at to see which actions use which animations?I found 2 LUA script files under the data\scripts directory, but they seem to be far from complete.Thanks for help,
 
S

ska-cze.758

Senior user
#2
Jul 31, 2008
Well, it's not hidden anywhere in lua definitions (besides gestures), but here's a list of fight styles (you must add the appropriate set to composite model in order for the character to fight with designed weapon):- c_dggf -> knifes- c_fsv -> fistfight (witcher)- c_fsc -> fistfight (all other dudes)- c_1hsh -> sword & shield- c_shf -> fast sword- c_2hs -> strong (2h)- c_1h2f -> 2 swords- c_bowf -> bows- c_crbf -> crossbows- c_pss -> pikes- c_magf -> mages- c_comf-> commoner fight stylesThey are also witcher style sets:- c_1hs_v- c_1hf_v- c_1hf_v- c_svs_v- c_svf_v- c_svg_v
 
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ndl_1

Senior user
#3
Jul 31, 2008
Hi,Thanks.But the aurora Log then tells Animation cannot be found, if a fight style is selected for a certain character that does not match the animations concerned.Try using abigail for a swordfight. All she doe's is stand there and point with a weapon. The opponent get's lesser vitality but you don't see abigail fighting.Or try a bruxa messing with a sword. Does not look either. So in the character editor the right animations must be defined. I am missing the mapping which fight styles use which anymation to be able to check if the person can show this fight style.I saw some fight styles defined in LUA scripts, but just a minority of the available fight styles.Or am I missing something in my thinking?
 
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ailinon

Senior user
#4
Aug 4, 2008
You've completely missed the point, actually, I'm afraid :) The trick is that the fighting animations (and all other working/talking/action animations) have to be included in the "composite models" (look for small-sized .mdb files, usually named cr_*) - these combine static models with additional animations.In a nutshell - if you want a fighting Abi, add an animationset c_shf line to her cr_* file, wherever she is.
 
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ag0

Senior user
#5
Aug 11, 2008
How would you edit the mdb files? they're binary and locked as read only, opening them with a text editor just brings up a hex dump, and opening them in djinni shows the character itself, not text. There is an option to "edit composite model" if you r-click on the model, but that brings up a dialog asking for an mda file, and I dont see any files of that type, there are mba files with names that look like they could be animation sets, but it doesn't accept those.
 
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ailinon

Senior user
#6
Aug 11, 2008
cr_* files, though bearing a binary-type extension (mdb), are in fact text files. Note, cr_, not cm_ as these are binary models. Oh, and if you really need to edit composite models in Djinni - just copy the .mba files to give them .mda extensions, and Djinni will accept them. Actually, Djinni only cares about the name, not the extension.
 
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