As the title of this topic says, i need to play an animation on a zombie. i analyzed some treyarch scripts and they use this to play an animation by script but i don't know how use it because doesn't exists in bo3 api reference. I tried using Animscripted and obviously i setup the Animtree (UseAnimtree in script and .atr) but the zombie clears all animations for a moment and after that it continue to plays the previous animation it was playing but the animation that i want to play doesn't start I also tried using SetAnim but nothing... Does anyone know the solution to this problem?
i'm scripting origins generators and i need to create a waypoint, then i followed a solution in this forum in cod waw but in bo3 using the following code doesn't load the image or in alternative doesn't show the direction arrow:
zm_mapname.zone
Shader is a waypoint and is semi-loaded (faded) but has arrow
in alternative changing only "SetWayPoint", the shader is fully loaded as waypoint but there isn't the direction arrow
here there is APE settings
is there someone who knows the solution?
I would use circle (radial) progress bar (for example the one used in gobblegums and specialist weapons ) instead line bar style which was also in cod waw. is there any way to replicate it without using menu files or lua but only gsc/csc?(i know we don't have the lua editor)
I did not understand exactly how blend time and lerp time work in "Animscripted" function ... From what I understand of blend time, it "links" the animation for n time to a model and after n time clear others multiple anims but how do I make sure that the animation is active until a "StopAnimscripted"?
In my case, i want to play multiple anims on a model as origins pap does ( when each generators power up, add an anim on pap model); i've the following testing code: in this test code instead using generators, play an animation on pap model when player fired as you can see i tried using SetAnim instead Animscripted, but i don't know why, in bo3 doesn't works i asked help about Setanim here but no one replied me :-(
and here there is a video which shows what anims do but i want anims add on it without clear it after n seconds and reset only if is called a StopAnimscripted, a ClearAnim or an Animscripted which play the same animation
thank you, i'm trying to adjust bind using paint bind tool but it's diffucult for me However I tried changing bind settings and the best result has been using Skinning method "Weight Blended" and "geodesic Voxel", but last one leaves some hole in random parts of meshes
thank you very much! i centered feet and fingers joins because weren't centered using bo3 rig but seems like some parts are binded to a joint which should not be affected at these for example shoulders joints are binded with its mesh but if i roteate it in maya, a bit too much of torso mesh is roteated and the mesh is stretched is it possibile "to disable " these mesh on a joint or reduce the bind on that?
Maybe try using the Origins-esque models from revelations
i think the same but revelation map has only 1 zombie in origins style but other zombie modes are very different... Double Post Merge: December 21, 2016, 08:44:40 pmI searched and asked to someone and it seems that the solution is to rerig the model rig but i have no idea how to do it At this point it's more painful rerig bo2 origins zombie models or create a new anim table and ports ( and fix ) all animations from bo2 and use them ?
as the title of this post say: I ported bo2 origins german zombie models but in game and in ape thier anims are a little glitched... the basic movements works but for example feet and hands are rotated o weird: I do not know how to explain it but in the following video you can see my problem
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I added a phd perk bottle in bo3 using the bo3 view and world models to use in game as perk weapon i created a grenade weapon, i set the drink animation of bo3 ( i didn't export it but i set only the animation name ), time stats of waw perk bottle weapons but in game drink anim is a little moved forward as i think as it needs to change fov but in APE i didn't found any option. How i can fix that? here there is a test video which shows my problem:
I edited _zm_perks.gsc script but game uses the default script. for example I put a "IprintLnBold("drink")" in the function where script give the player a perk bottle, but it doesn't show . all others edits in this file don't show in game as the previous example. How i can edit a script provided with mod tool and so it runs?
you need the knowledge about gsc script that is similar to c++and some imagination to script it. i did the script in waw but is so old and need some optimization to implement it in bo3 and now i'm going to do other things differents of banana colada
When there were only cod waw and bo1 mod tools; I knew it was illegal upload activision coyrighted raw assets. Then we used .ff to bypass this restriction. Now i see that some people shared with community some assets in Xmodel_bin, aren't these raw assets? What has been changed with bo3 mod tool?