Thread: VRS Motion
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Old 12-07-2006, 03:56 PM   #15 (permalink)
Rashia
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Re: VRS Motion
No, wasn't anything like that. Much like people swap motions there are a few that only use portions of the motion. Instead of all 132 frames you are just using for exampe 76-110. If you haven't saved the motion to where it makes the frames 1-34 then trying to simply copy paste it over to the edited frames used only places the pasted weight in the corresponding 1-XX frames but leaves the remaining frames without.

Was late at night when I was working and I had a brain fart on that was trying to past weapon weights for 1-33 frames on to an animation that had 132 frames with only frames 76-110 being active. After I realized that I was able to get back to work >.>;

Edit: Also, something to add to this is possibly that if you are going to Edit motions that are say 138 frames long to fit in where a motion that is 90 frames long you need to do the following (Make sure to back up all files you change incase you mess up!):
(Sorry no pictures to go with this and this is just quick editing, nothing drastic.)
YOU ONLY DO THIS IF YOU EDIT THE START AND END TIMES OF A MOTION YOU WANT TO TRANSFER TO PLAYER USABLE.

A.) Make sure you know where you are going to be saving the motion to. In this case lets say we want to change Mithra /cheer. We have a 138 frame motion in VRS from ROM/72/125{U24}{L26} And we want to save it to a motion that is 90 Frames in VRS for ROM/56/42{U12}{L14} (Also try to know the standard frames the motion uses ingame. Normally need Model Viewer to find this out, in this case it is 45. This lets you know what the thinning rate is which for mithra /cheer turns out to be 2 IE: 90 Frames Divided by 2 equals 45. This will help to make sure a motion is not running too fast or too slow, BE SURE TO KNOW THE INTERVAL)

B.) Edit the Start and Ending Frames For the 138 Frame Motion. Example would be Starting frame 18 and ending frame 108. We now have 90 Frames.

C.) Now that we have 90 Frames we are going to save the upper and lower animations to ROM/56/42{U12}{L14} with a thinning interval of 2.

D.) Now you can discard the 138 motion you edited the start and end times for. You will no longer be using this motion. (Only reason you would use it any longer is if you decided to alter the start and end times then resave)

E.) Reload Motion ROM/56/42{U12}{L14} and you should have the new motion only instead of it showing the start 18 and end 108, you now have 0 and 90. Now, you can add your weapon and shield weights without worrying that there will be any offsets. In most cases you can get away with transfering the weights from the old motion to the new one which is explained by Macht above.


That is what I forgot to do originally so when I transfered over weapon weights it was pasting them in frames 1 to 90 when I needed the weight to be placed in 18 to 108. So like I said, had a brain fart.

Last edited by Rashia : 12-08-2006 at 10:46 PM.
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