I've made a custom cabbie model for the LA by Night mod but if it replaces the default one it doesn't stay sit on the taxi but standing up, clipping out the roof. There's a way to add an animation from one model to another? Thank you!
I am not sure I am not an expert but I think you need to modify the original model that include the animation, this was my understanding but honestly I maybe wrong and it maybe possible to include them, which would be handy for some case.
I believe there is a way to hex-edit the animations of another model into the file. Burgermeister did it for the CQM and I believe DDLullus Character Sheet Injector works in a similar way. Maybe check Dheu's Modding guide if it says something about this...
I was going to suggest using the SetModel() method on the cabbie entity with another male model, but that doesn't work either. The schedule information isn't found with other models, according to the entity picker.
I believe there is a way to hex-edit the animations of another model into the file. Burgermeister did it for the CQM and I believe DDLullus Character Sheet Injector works in a similar way. Maybe check Dheu's Modding guide if it says something about this...
Hex Edit? I was hoping not on hex editing....
Anyway, thanks all of you maybe I'll have to reskin the original model, we'll see. :/
You could pose the model, I guess in Blender like I did with Faith as a zombie wanting a hug, and you would need to use Blender native rig tutorial to achieve it, then apply the modifier. The issue would be is that it is static and no animation, whatsoever. Model coords etc would need adjusting in game etc.
This might sound crazy, but perhaps you could animate him by putting a bunch of disabled NPCs with different animation frames in the same spot, then disable/enable them sequentially to give the illusion of animation? That would probably require too many NPC entities, now that I think about it...
This might sound crazy, but perhaps you could animate him by putting a bunch of disabled NPCs with different animation frames in the same spot, then disable/enable them sequentially to give the illusion of animation? That would probably require too many NPC entities, now that I think about it...
I'm curious how this work around will work with the engine... maybe will be too much for it.
I believe there is a way to hex-edit the animations of another model into the file. Burgermeister did it for the CQM and I believe DDLullus Character Sheet Injector works in a similar way. Maybe check Dheu's Modding guide if it says something about this...
Hex Edit? I was hoping not on hex editing....
Anyway, thanks all of you maybe I'll have to reskin the original model, we'll see. :/
I have found something in this tutorial related to cs.
Chapter 4: Checksum Editing : Forcing models to use physmodels not compiled for them.
It seems simple, just referencing the checksum to one model to another, but it require similar skeletons model, I don't know if our models have all the same skeletons (I mean for the normal human one) I don't know if this would work for Bloodlines, but it might be worth a try.
The bone animations can be exported with Crowbar, yeah. You'll also need the Unofficial SDK to extract the models, and a plugin for your 3d software that can load in the *.smd format.
The dance animations are in
models\character\shared\male\misc.mdl
models\character\shared\female\misc.mdl
You're looking for dance01, dance02 and dance03.
Dunno about other software, but in Blender you need to load in a model first, then load the animation onto that model.
Oh, right, there's also BloodThirstyVamp's decompiled models I linked here on the forums before. They include the shared animations. I'd suggest getting them with Crowbar, though. BloodThirstyVamp's files have different (worse, I feel) root motion than what Crowbar gets.
Thanks I've asked since the people at Redemption Reawakened were interested in adding this animation to their mod. Now to see how to convert a Source engine animation to any common format....
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