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How do I "add" a birth animation.

01-10-2004, 04:49 PM#1
AFZ
I want the Goblin Shipyard to be "Buildable" on my map, but it has no "Birth" animation, How can I add the "default" orc "Birth" animation to It.
01-10-2004, 05:11 PM#2
HellBane
adding birth animations to models who have animations is possible...
I dont know how but razorclaw seemed to do it....

But i suggest you rewrap the model and stuff and make the birth animation. Buildings are easy...

If this was a NE or a Undead building, it couldve benn donw ith simple triggers...
01-16-2004, 05:10 PM#3
AFZ
What an Excelent Idea!, I haven't think of that. ok ill make a trigger that changes the model of a building or something like that...
01-16-2004, 11:22 PM#4
Ari
Using mdl editing, it'a quite possible to add a birth animation. Depending on what you're trying to do, however, that may or may not be a smart way to do it - if you want to add some visual effect (particles, for example, or a "glow" effect, you could do such things in notepad by adding in a birth animation. For more complicated animations, though, you're best using one of the 3d editing programs. Or, as was mentioned, using a trigger, and bypassing model editing completely.
01-19-2004, 08:01 AM#5
Xaran Alamas
It is possible by doing the same method used by the Night Elf and Undead buildings even for Human and Orcs. First find a building which is about the right size and shape as the building you want to add the animation to then extract the model to your new model's folder and rename it to something like OrcBirthLarge.mdx for instance also you should convert this model to mdl and make sure that the only sequence it has is birth, birth attachments seem to use the first listed sequence so it's important it is the birth one.
Then in the model (convert to mdl) you're adding it to add a new attachment point called "BirthLink" (not sure if the name matters) and set it's path to the path of your extracted model. you will have to correct the pivots for the new attachment though.
Last things to do in your model (Goblin shipyard in this case) is add a 60 second sequence up the top for the birth anim called guess what, birth. I recomend copying one from an existing model with a birth anim and then correcting the numbers but the important thing is that is is still 60 secs, handily one of the features of the TFT world editor shows you how long an animation is but I'm afraid it's guess and check.
Ok last thing you do in this model is go back to the attachment "BirthLink" and set it so it's only visible during the birth animation and the other GEOSETS are not. You may want to experiment with making the building appear near the end of the build process but I'd suggest sticking with it appearing at the end to start with.
Now you should have a build animation that works but it will most likely still have parts of the original building you borrowed the birth animation from appearing during the animation. There are three ways to solve this:
1 (easiest IMO) make the model have a blank texture which is entirely alphaed out and make a new material with materialmode set to Transparent. Then using a 3d program find all the GEOSets of the original building (not the bits used in the birth anim) and set them to use this new material, this will make them all invisible.
2 Use new GEOSETanims for the aforementioned GEOSets which make them always invisible
3 Manually remove the un-needed GEOSets, this is the hardest as you have to correct all references to the removed GEOSets and the ones you've left and is very time consuming.

Hope this helps :D
01-19-2004, 08:57 AM#6
Andy
even if he did catch all that, I may have a crack at this........

btw, Xaran, shuttup, you know too much.....:P
01-19-2004, 01:09 PM#7
Xaran Alamas
^_^:ggani:
01-19-2004, 04:04 PM#8
AFZ
So I'll just delete the other animations?
01-19-2004, 04:09 PM#9
Xaran Alamas
yeah so there's only "birth" listed in the sequences section.
01-23-2004, 03:34 PM#10
AFZ
Thanks A lot, I'll try...