Quote:
Originally Posted by Packet
Preferred format?
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Erm, anything that blender can import I guess ;p
Quote:
Originally Posted by Packet
It seems like (from my observation of OpenZone & Anim8or conversion) that there are specific sequence names per animation in the set. For instance, the idle animation/sequence would be:
standing_c_100_p01
death animation would be: death_n_100_d05
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For S3D models, it's actually just the last bit that identifies the animation: one letter for the "category," and then two digits for the number. The rest I assume is specific to how OpenZone does things.
EQG models use a slightly clearer system with 4 letters and 1 number. Some are pretty obvious like idle, walk, turn, swim; some understandable but odd like nrun (n?), jmpu (jump up), jmpa (jump forward), crmp ("crumple" to death); others seem like the just picked out some random letters like slpr, gcst (both attack animations ?). Easy enough to figure most of them out by watching the animations of pre-existing models at least, and there's probably a big list in the client or graphics dll that has them all lined up to their in-game id numbers.