Hello,
After days of torment Ill try asking here,
I've been trying to add a new Isengard scout unit/horde, with a pike and a sword as a weapon switch. For the pike I used the Guardians of the White City pike animation, which works 100%. But for the sword weapon switch Im trying to add Lurtz's sword animations, but the units animations seem to be malfunctioning. Their walk, attack and other animations seem te be wrong, like their entire body is oddly shaped. It all looks rather derpy.
Now I am kinda new with animations, so pls let me know if I made mistakes.
I am hoping anyone can help me, thanks in advance!
With kind regards,
TiberiumLeader
;;====================== MODELS ================================================================
; --------- With Spear ------------
DefaultModelConditionState
Model = iu_pikescout ; gupalawchtrb
Skeleton = GUTwrGrd_SKL
End
; --------- With Sword ------------
ModelConditionState = WEAPONSET_TOGGLE_1
Model = iuscoutsword ; gupalawchtr
;Skeleton = GUFaramir_SKL
End
;;================== ANIMATIONS =================================================================
; ------ Flying ------- ;
AnimationState = PASSENGER
StateName = STATE_Grabbed
Animation = Bow
AnimationName = GUTwrGrd_FLLA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL
StateName = STATE_Falling
Animation = Bow
AnimationName = GUTwrGrd_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
;---------------------- ADDED ANIMATIONS---------
AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1
Flags = RANDOMSTART
Animation = FLYA
AnimationName = IULurtz_SKL.IULurtz_FLYA ; bow
AnimationMode = LOOP
End
End
AnimationState = STUNNED_FLAILING
StateName = STATE_Fly
Animation
AnimationName = GUTwrGrd_FLYA
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
;------------------------ADDED
AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1
Animation = LNDA
AnimationName = IULurtz_SKL.IULurtz_LNDA ; sword
AnimationMode = ONCE
End
End
AnimationState = DYING SPLATTED
StateName = STATE_Dead
Animation = Bow
AnimationName = GUTwrGrd_LNDA
AnimationMode = ONCE
End
End
; ------ Dying ------- ;
AnimationState = DYING WEAPONSET_TOGGLE_1
Animation = DIEA
AnimationName = IULurtz_SKL.IULurtz_DIEB ; sword
AnimationMode = ONCE
End
End
AnimationState = DYING
Animation = DIEA
AnimationName = GUTwrGrd_DIEA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = DIEA
AnimationName = GUTwrGrd_DIEB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = DIEA
AnimationName = GUTwrGrd_DIEC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End
AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
Animation = GTPB
AnimationName = IULurtz_SKL.IULurtz_GTPA ; sword
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED_STANDING_UP
StateName = STATE_GetUp
Animation = Bow
AnimationName = GUTwrGrd_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
Animation = WantBow
AnimationName = GUTwrGrd_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
Flags = MAINTAIN_FRAME_ACROSS_STATES4
End
AnimationState = STUNNED WEAPONSET_TOGGLE_1 ; sword
Animation = LNDB
AnimationName = IULurtz_SKL.IULurtz_LNDA
AnimationMode = ONCE
End
End
AnimationState = STUNNED
StateName = STATE_Land
Animation = Bow
AnimationName = GUTwrGrd_LNDA
AnimationMode = ONCE
End
Animation = WantBow
AnimationName = GUTwrGrd_LNDA
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES3
End
;;======== TERROR
AnimationState = MOVING EMOTION_TERROR
StateName = Moving_Bow
Animation = RunAway_3
AnimationName = GUTwrGrd_RUNE
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES
End
; ------ Attacking ------- ;
; Bow Melee - Attacking Anims [Weapon_A]
AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_TOGGLE_1
Animation = ATKI
AnimationName = IULurtz_SKL.IULurtz_ATKI
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKJ
AnimationName = IULurtz_SKL.IULurtz_ATKJ
AnimationMode = ONCE
UseWeaponTiming = Yes
End
FrameForPristineBonePositions = 41
StateName = BowReady
End
AnimationState = FIRING_OR_PREATTACK_A
StateName = Ready_Bow
Animation = AttackWithBowA
AnimationName = GUTwrGrd_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackWithBowB
AnimationName = GUTwrGrd_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackWithBowC
AnimationName = GUTwrGrd_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
;;------------------------- BACKUP --------------------------------------------------------------------
AnimationState = MOVING BACKING_UP WEAPONSET_TOGGLE_1
Animation = BackingUp
AnimationName = IULurtz_SKL.IULurtz_BAKB ; IULurtz_SKL.IULurtz_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
StateName = SwordReady
End
AnimationState = MOVING BACKING_UP
StateName = STATE_BackingUp
Animation = Bow
AnimationName = GUTwrGrd_BAKA
AnimationMode = LOOP
End
Animation = WantBow
AnimationName = GUTwrGrd_BAKB
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES4
End
; ------------ Moving ------------- ;
AnimationState = MOVING WEAPONSET_TOGGLE_1
Animation = RunWithSword
AnimationName = IULurtz_SKL.IULurtz_RUNB ; IULurtz_SKL.IULurtz_RUNA
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.1 1.1
End
Flags = RANDOMSTART
;BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "RunningBow" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Running") end
;EndScript
StateName = RunningSword
End
AnimationState = MOVING
StateName = Moving_Bow
SimilarRestart = Yes
Animation
AnimationName = GUTwrGrd_RUNA
AnimationMode = LOOP
End
Animation
AnimationName = GUTwrGrd_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING WEAPONSET_TOGGLE_1 FIRING_OR_PREATTACK_A
Animation = TrotAndFire
AnimationName = IULurtz_SKL.IULurtz_ATRB
AnimationMode = LOOP
End
Flags = RANDOMSTART
StateName = RunAndSwing
End
; -------- Alert ------- ;
AnimationState = EMOTION_ALERT
StateName = Ready_Bow
Animation = IDLB
AnimationName = GUTwrGrd_IDLA
AnimationMode = LOOP
End
End
;-----ENGAGED
AnimationState = ENGAGED WEAPONSET_TOGGLE_1
Animation = IDLG
AnimationName = IULurtz_SKL.IULurtz_IDLB ; sword idle
AnimationMode = LOOP
AnimationBlendTime = 15
End
StateName = SwordReady
End
AnimationState = ENGAGED
StateName = Ready_Bow
Animation = IDLB
AnimationName = GUTwrGrd_IDLA
AnimationMode = LOOP
End
End
;---------TEST STUFF BELOW
AnimationState = ATTACKING WEAPONSET_TOGGLE_1
StateName = WithSword
Animation = ATKH_CLOSE_Range3
AnimationName = IULurtz_SKL.IULurtz_ATKH
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 5
End
Animation = ATKK_CLOSE_Range4
AnimationName = IULurtz_SKL.IULurtz_ATKK
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 1
End
StateName = SwordReady
End
AnimationState = ATTACKING
StateName = Ready_Bow
Animation = IDLB
AnimationName = GUTwrGrd_IDLA
AnimationMode = LOOP
End
End
;;------------ EMOTIONS ------------------------------------------------------------------
;;======= AFRAID
AnimationState = EMOTION_AFRAID
StateName = STATE_Emotion_Bow
Animation = Bow
AnimationName = GUTwrGrd_FERA
AnimationMode = LOOP
End
Animation = Bow2
AnimationName = GUTwrGrd_FERA
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
End
;;====== CELEBRATING
AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1
Animation = CHRB
AnimationName = IULurtz_SKL.IULurtz_CHRB ;do we have another?
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 1.2
End
StateName = SwordReady
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1
Animation
AnimationName = IULurtz_SKL.IULurtz_TNTB
AnimationMode = LOOP
End
StateName = SwordReady
End
AnimationState = EMOTION_CELEBRATING
StateName = STATE_Emotion_Bow
Animation = Bow
AnimationName = GUTwrGrd_CHRA
AnimationMode = LOOP
End
Animation = Bow2
AnimationName = GUTwrGrd_CHRB
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
End
;;====== TAUNTING
AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1
Animation
AnimationName = IULurtz_SKL.IULurtz_TNTB
AnimationMode = LOOP
End
StateName = SwordReady
End
AnimationState = EMOTION_TAUNTING
StateName = STATE_Emotion_Bow
Animation = Bow1
AnimationName = GUTwrGrd_TNTA
AnimationMode = LOOP
End
Animation = Bow2
AnimationName = GUTwrGrd_TNTB
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
;;====== POINTING
AnimationState = EMOTION_POINTING
StateName = STATE_Emotion_Bow
Animation = Bow
AnimationName = GUTwrGrd_PNTA
AnimationMode = LOOP
End
Animation = Bow2
AnimationName = GUTwrGrd_PNTB
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
End
; ------ Selected ------ ;
AnimationState = SELECTED WEAPONSET_TOGGLE_1
Animation = ATNB
AnimationName = IULurtz_SKL.IULurtz_ATNG
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "BowIdle" then CurDrawableSetTransitionAnimState("Trans_To_Attention_Bow") end
if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Straight") end
if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Straight") end
EndScript
StateName = BowReady
End
AnimationState = SELECTED
StateName = Selected_Bow
Animation = ATNE
AnimationName = GUTwrGrd_ATNB
AnimationMode = LOOP
End
End
; --------- Hit Reactions ---------- ;
AnimationState = HIT_REACTION HIT_LEVEL_1 WEAPONSET_TOGGLE_1
Animation = Hit_Level_1_a
AnimationName = IULurtz_SKL.IULurtz_HITA
AnimationMode = ONCE
End
Animation = Hit_Level_1_b
AnimationName = IULurtz_SKL.IULurtz_HITB
AnimationMode = ONCE
End
StateName = SwordReady
End
AnimationState = HIT_REACTION HIT_LEVEL_1
StateName = Bored_Bow
Animation = Hit_Level_1_a
AnimationName = GUTwrGrd_HITA
AnimationMode = ONCE
End
End
; ------- Bored -------- ;
AnimationState = WEAPONSET_TOGGLE_1
Animation = IDLF
AnimationName = IULurtz_SKL.IULurtz_IDLF
AnimationMode = ONCE
End
Animation = IDLB
AnimationName = IULurtz_SKL.IULurtz_IDLB
AnimationMode = ONCE
End
Animation = IDLC
AnimationName = IULurtz_SKL.IULurtz_IDLC
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "BowReady" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Straight") end
if Prev == "RunningBow" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Straight") end
if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_To_Bored_Sword") end
EndScript
Flags = RESTART_ANIM_WHEN_COMPLETE
StateName = SwordIdle
End
IdleAnimationState
StateName = Bored_Bow
Animation = IDLA
AnimationName = GUTwrGrd_IDLA
AnimationMode = ONCE
AnimationBlendTime = 15
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = IDLC
AnimationName = GUTowerGrd_IDLC
AnimationMode = ONCE
AnimationBlendTime = 5
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = IDLD
AnimationName = GUTowerGrd_IDLD
AnimationMode = ONCE
AnimationBlendTime = 5
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = IDLE
AnimationName = GUTowerGrd_IDLE
AnimationMode = ONCE
AnimationBlendTime = 5
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = IDLF
AnimationName = GUTowerGrd_IDLF
AnimationMode = ONCE
AnimationBlendTime = 5
AnimationSpeedFactorRange = 0.8 1.2
End
;BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end
; if Prev == "STATE_Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBoredBow") end
;EndScript
Flags = RESTART_ANIM_WHEN_COMPLETE
End
IdleAnimationState = WEAPONSET_TOGGLE_1
Animation = IDLI
AnimationName = IULurtz_SKL.IULurtz_IDLI
AnimationMode = ONCE
AnimationPriority = 2
End
;this is his bow out idle
Animation = IDLH
AnimationName = IULurtz_SKL.IULurtz_IDLH
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IDLJ
AnimationName = IULurtz_SKL.IULurtz_IDLJ
AnimationMode = ONCE
AnimationPriority = 2
End
Animation = IDLK
AnimationName = IULurtz_SKL.IULurtz_IDLK
AnimationMode = ONCE
AnimationPriority = 2
End
Animation = IDLP
AnimationName = IULurtz_SKL.IULurtz_IDLP
AnimationMode = ONCE
AnimationPriority = 1
End
;BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "Sword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end
; if Prev == "BowReady" then CurDrawableSetTransitionAnimState("Trans_To_Bored_Bow") end
; if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end
; if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end
;EndScript
StateName = BowIdle
End
;-------------- Weapon Change Transitions --------------------------;
TransitionState = TRANS_BowToSword_Ready
Animation = DrawSwords
AnimationName = GUFaramir_STHA
AnimationMode = ONCE
End
End
TransitionState = TRANS_SwordToBow_Ready
Animation = DrawBow
AnimationName = GUFaramir_STHB
AnimationMode = ONCE
End
End
TransitionState = TRANS_BowToSword
Animation = BtoS2 ; GUFaramir_STHA
AnimationName = IULurtz_SKL.IULurtz_IDLM ; GUFaramir_SKL.GUFaramir_STHA
AnimationMode = ONCE
End
End
TransitionState = TRANS_SwordToBow
Animation = BtoS2 ; GUFaramir_STHB
AnimationName = IULurtz_SKL.IULurtz_IDLL ; GUFaramir_SKL.GUFaramir_STHB
AnimationMode = ONCE
End
End
TransitionState = TRANS_BowToSword_Selected
Animation = DrawSwords
AnimationName = GUFaramir_STHA
AnimationMode = ONCE
End
End
TransitionState = TRANS_SwordToBow_Selected
Animation = DrawBow
AnimationName = GUFaramir_STHB
AnimationMode = ONCE
End
End
TransitionState = TRANS_BoredToSelectedSword
Animation = ANTD
AnimationName = GUFaramir_SKL.GUFaramir_ANTD
AnimationMode = ONCE
End
End
TransitionState = TRANS_SelectedToBoredSword
Animation = ATNF
AnimationName = GUFaramir_SKL.GUFaramir_ATNF
AnimationMode = ONCE
End
End
TransitionState = TRANS_BoredToSelectedBow
Animation = ATNA
AnimationName = GUTwrGrd_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_SelectedToBoredBow
Animation = ATNC
AnimationName = GUTwrGrd_ATNC
AnimationMode = ONCE
End
End
;;------------------------------------------------------------------------------------------------------------
End
Draw = W3DScriptedModelDraw Icon
ModelConditionState = NONE
Model = bbox
End
End