Change the name of the animation: <animation name="Die1" length="2">--> <animation name="Envi_alert1_dead" length="2"> and save your file as: ENVI_ALERT1_DEAD.SKELETON.xml
Now we need to do an automatic replacement. Open both files(original DIE1 and new ENVI_ALERT1_DEAD) for easy operation (copy / paste).
Note: We must act carefully - it is better to use a string replacement.
Save your file and convert it using OgreXmlConverter. If you've done everything correctly, you should get a new reverse animation ENVI_ALERT1_DEAD.SKELETON and now you understand why I was looking for an easier way.
Does the keyframe timing somehow correspond to the "frames" counter in OGRE mesh viewer?
Yes, but not directly. Animation contains key points - "keyframes" - these points given path of each bone over time. Animation is connected with the frame rate - 30fps. Your animation with a length 2sec can have 2 keyframes, but there are 60 frames in OGRE mesh viewer.
It is possible, I have used it before for my new animations (Gatling, Peacemaker).
Thanks Kva! I went through your thread about the Gatling Guns and I found your customized animation. So how did you know which keyframes to keep and which ones to remove?
I want to use the same method to make a custom animation for a new Destro skill. I would like to use DAG_DW3.SKELETON but change it like this...
Can you give me some tips pls from how you made your gatling animation?
Haha! I've done it! I made 3 new animations from the DAG_DW3.SKELETON file!
It took a lot of trial-and-error to find the right keyframes on which to start and stop each animation, but I finally got it
SPECIAL_INVINCIBILITY_START - uses the first one-third of DAG_DW3
SPECIAL_INVINCIBILITY_LOOP - well, it's just a steady 1-frame animation. I first tried to go for a "vibrating/pulsing" effect, but couldn't get it to look right. So I abandoned that.
SPECIAL_INVINCIBILITY_END - uses the last two-thirds of DAG_DW3
Now to get it into the skill so I can see if it looks right...
Thanks Kva! Yes its not difficult, just tedious because it has to be done track by track. But I also learned that the keyframes for all tracks have the same time-stamp. So when youve found the right keyframe for one track, its the same for all Also makes it easier for the renumbering.
Thanks too for the labeling tip! Thats a neat trick I'll use it the next time i do something like this.