Custom Animations Pt.01 (Raw Structures)

Post your tutorials here, and if decided so, they will be moved to the 'Tutorials' forum.
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DemonicSandwich
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Re: Custom Animations Pt.01 (Raw Structures)

Post by DemonicSandwich »

I would but I has no time. Have to continue cleaning/packing up my room for moving.
Model Customization Pt.01|Model Customization Pt.02|Bipd Attachments|True Marker Rotations
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Twinreaper
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Re: Custom Animations Pt.01 (Raw Structures)

Post by Twinreaper »

Even if we do get all the animation decompression down pat....then what? Will we be able to script our own cut-scenes or just basically inject our own reload, basic movement stuff? It's not that I am not greatfull for all the work you and Demonic are doing...I'm just trying to get a scope of how this can be used for future mods? Whats the true potential?
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Ogrish
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Re: Custom Animations Pt.01 (Raw Structures)

Post by Ogrish »

custom moving machs, not just convayors, and doors. Masterchief gay kart wheel evade move to replace melea.

not to mention boarding/exiting custom vehi's or climbing a ladder.

I cant wait for duel custom sword wielding, like, indepentent, but simotanious dash and slash.

Or add a new melea combo animation and make use of the combo strike, slash system they never fiished.
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DemonicSandwich
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Re: Custom Animations Pt.01 (Raw Structures)

Post by DemonicSandwich »

The cut scenes are simple.

Bungie planed out and Animated the entire cut scene in 3ds max, then exported those animations into a Halo 2 format.
A script then calls the animation and applies to an object.

And for the most part, animations was the only thing that stopped truly custom cut scenes.
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Grimdoomer
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Re: Custom Animations Pt.01 (Raw Structures)

Post by Grimdoomer »

I'm gunna make disco cheif, and a punch in the face animation. Now all we need is a perfect model exporter, importer and animation exporter for 3ds max.
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Re: Custom Animations Pt.01 (Raw Structures)

Post by xxpenguinxx »

Are there any animations that use Codec 0?
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rentreg
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Re: Custom Animations Pt.01 (Raw Structures)

Post by rentreg »

im getting rotation values 46 digits long. im using this float point calculator http://babbage.cs.qc.edu/IEEE-754/32bit.html
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Click16
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Re: Custom Animations Pt.01 (Raw Structures)

Post by Click16 »

Anyone care to help me figure out this compression 6 format, by the way demonic explained it, it looks like fun to edit.
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Click16
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Re: Custom Animations Pt.01 (Raw Structures)

Post by Click16 »

I know this thread is pretty old, but is there a way to get the images of the structures back? Particularly Codec 6, since it only had an image and not a textual explanation.
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JacksonCougar
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Re: Custom Animations Pt.01 (Raw Structures)

Post by JacksonCougar »

fixed.
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Click16
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Re: Custom Animations Pt.01 (Raw Structures)

Post by Click16 »

JacksonCougar wrote:fixed.
Thanks man! I really appreciate it. :)
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