Sheeny
04-27-2004, 04:50 PM
In order to replace an existing weapon, what exactly must one do in terms of animation. I can get the model .kf2 in game, but whenever an animation is called up, the game crashes. I'm assuming you replace all the respective animations as well, but my animations don't seem to be doing the job.
In Milkshape 3d (1.7b) I load my weapon model, I click on a joint, I then go into animation mode and I set a keyframe with Ctrl-K at frame 1 and another at the last keyframe of the original animation (as read when imported into Milkshape), usually 30 or 61. I then export as a .kf2 and choose animation from the pop up. I replace the originals with these, all presumably of the same framelength, but I still get the crash.
Does the framelength have to match the framelength of the original? Also, do I have to actually move the joint in any of the keyframes, or can all keyframes be identical and still run in game? Do I need to delete the mesh after setting keyframes before saving as an animation? I've checked as many tutorials as I can find, but noone seems to have one on anmiating weapons anymore. Any genuine help would be greatly appreciated.
In Milkshape 3d (1.7b) I load my weapon model, I click on a joint, I then go into animation mode and I set a keyframe with Ctrl-K at frame 1 and another at the last keyframe of the original animation (as read when imported into Milkshape), usually 30 or 61. I then export as a .kf2 and choose animation from the pop up. I replace the originals with these, all presumably of the same framelength, but I still get the crash.
Does the framelength have to match the framelength of the original? Also, do I have to actually move the joint in any of the keyframes, or can all keyframes be identical and still run in game? Do I need to delete the mesh after setting keyframes before saving as an animation? I've checked as many tutorials as I can find, but noone seems to have one on anmiating weapons anymore. Any genuine help would be greatly appreciated.