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Porting Bo1 Third Person anims to World At War

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Created 8 years ago
by Harry Bo21
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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Porting Bo1 Third Person anims to World At War

Description :


I have made this tutorial to explain how to port Black Ops 1 Third Person animtypes into WaW, because they asre seriously easy, yet few seem to do it. Black ops 1 is preferable as you can pinch the anims straight from the Black Ops 1 Mod tools and convert them with Toms programs to avoid maya - but I will do a tutorial on "fixing" the Tanims for those wishing to port Black Ops 2 or other games anims ( Which you will get as "T"anims not "X" anims )

Step 1 - Converting the Anims to Cod 5


# PREREQUISITES : You need the Black Ops 1 Mod Tools and Toms Crowleys Xanim Exporter for this

Go to the raw/xanim folder in the Black Ops 1 Mod tools

# NOTE : Third person anims will be prefixed with either "pt_" or "pb_" ( Standing of course for "player Body" or "player Torso"

Search for the anims you want to port, for our purposes, we will do the mini gun anims


As you see - there are quite a few, so this will take a little time and patience. I remind again this is not "difficult" its just "long"

You will now need "Toms Xanim Exporter" To "convert" these anims from Black Ops 1 directly to World At War

Open Toms Xanim Exporter and click "converter"


This will open a new window, now change the "convert to" option to "Call Of Duty 5" and drag all of the anims on to where it says "Drag Files To Load" ( If it crashes, do small amounts of anims - at a time )


They will now be in the "converted" folder in  whatever folder you have Toms program in


Now move these to Call off Dtuy 5. So put them directly into root/raw/xanims

The animations are done now, now thank Tom for his wonderful program ;)

Step 2 - Setting up the Anim Type


# PREREQUISITES : I recommend both "backing up" your root/raw/mp folder and getting "Notepad++" for this

Go to root/raw/animtrees and copy the "multiplayer.atr" to your mods folder


Open the file

Now we need to add the animations to the anim tree, but from what ive found, its not as hard as it looks

At the top of this file youll notice its specifying this part is for the "torso" aninmations, and bodys go way down the bottom

This is literally all i did :



So thats that, also done - see, its easier than it sounds / looks

Now you need to go to the raw/root/mp folder

# NOTE: Back up the files we mess with as this effects "globally" as we are in the raw folder


Open the playeranimtypes.txt

All you need to do here is "define" your new anim type. So literally just add what you wanna call it to the bottom of the file, save and close


Now open the playeranim.script ( Prefereably in Notepad++, but any text editor )

Now it may seem all complicated, but it isnt. This is bascially a "list" of all the different animations that a person can do in game. Walk, idle, crouch etc

Its just in a list of sections for each animation, you just need to define your "anim type" in these sections, and tell it which anim it should use in this case.

We will go through the basics here

So to begin with, I called my anim type "akimbo" in the previous step, so thats what its referred to as from here in this file too

So to begin with, easy one, the "idle"


This will be way at the top, as you can see the first thing we see is the idle

now to add to this you do the following

Code Snippet
Plaintext
playerAnimType <ANIMTYPENAME>
{
    // if a pt_ anim
    torso ANIMNAME
    // if a pb_ anim
    both ANIMNAME
    // only one anim
}

Easy, like this :


Thats it, idle is now set up, you "could" go test it at this stage, but no point

you just do the same for the rest, after two or three itll seem straighforward






# NOTE : Some become a "little" more complicated so ill explain


Sometimes there can be a number of appropriate anims so we need to be a little more specific

The flinch ones are one example

You need to specify the "crouch and prone" as well as the "standing" animations in these, its easy enough tho

Code Snippet
Plaintext
playerAnimType <ANIMTYPENAME>, movetype <DESIREDMOVETYPE>

you can specify the move type too, so heres a example :



# NOTE : In the "walking" animations, youll usually need to define them in two groups, one group of :
forward, left, right
and another for :
back

so for this we can define also "strafing"

Code Snippet
Plaintext
playerAnimType <ANIMTYPENAME>, strafing <DIRECTION>

So for example you would do something like this :



Thats all there is to it. Now just go through the list

If there are any you dont have animations for, either dont set one or set something "close" ( like i think the shield uses the "stand walk" anims for crouched movement )

Step 3 - Loading this into your mod and changing the animtype on your gun


In mod.csv, add all of the anims and add this :

Code Snippet
Plaintext
rawfile,mp/playeranim.script
rawfile,mp/playeranimtypes.txt


now we need to set the anim type in your weapon file. Again easy, just open it in a text editor and change it over ( cant use UGX weapon editor for this )


So, assuming you have

Ported the animations to waw
Added them to mod.csv
Added the two lines also
Defined the new animtype name in playeranimtypes.txt
Set up the animtions in the playeranim.script
Added all animations to the multiplayer.atr
Changed the playeranimtype in the weapon file
Ticked the relevent things in launcher, Recompiled map and rebuilt mod

This should work properly now

Here is a example of my anim script

Last Edit: January 01, 2016, 04:14:56 pm by thezombiekilla6
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Excellent Tutorial, Harry :D
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Nice tut, except the whole tut is there twice, lol
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Thanks Harry. Thanks....


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Got rid of the duplicate tutorial ;).

Looks pretty good Harry! This will definitely come in handy
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Hey nice tut! Did anyone help you with it? Looks familiar
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Hey nice tut! Did anyone help you with it? Looks familiar
no i learned how to do it way back when i did the shield anims
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Will this method work for bo2 anims as well? Not got round to trying it yet so
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Will this method work for bo2 anims as well? Not got round to trying it yet so
Probably depends on if lemon will export the animations properly or not. It fails on pretty much all script_model animations and AI animations so I seriously doubt it will work on player animations.
Last Edit: March 14, 2016, 01:48:07 am by alaurenc9
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Probably depends on if lemon will export the animations properly or not. It fails on pretty much all script_model animations and AI animations so I seriously doubt it will work on player animations.
ok thanks for the info

 
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