Assigning Alternative Animations Posted byPhanjamon 04 Feb, 2017 04:18
Hi guys! Can anyone please give me a quick-&-dirty walkthrough about alternative animations in TL2?
Am I right in assuming that "alternative animations" means you can assign animations which your custom model has, to "substitute" for animations already existing in the game?
Also is this GUTS screen... the right screen to use for that?
Hi Kva! Do you mean the animations I "fixed" for the Zealot mod? For that, I manually renamed suitable zealot animations to the <STRING>NAME: which the skill would look for. Very tedious
I was asking about "alternative animations" in GUTS hoping there was an easier way to "map" animations with each other...
So, 'yes'. That's the screen and alternative animations will do what you're looking to do.
You'll first click the + button under Animation Alts and indicate which ORIGINAL animation you want to work with.
Then you can add Alt_Animations in the right window pane. These are the animations that will be played instead of the base animation when the character is wielding the indicated weapons.
I believe the weapon requirements are inclusive (i.e. if either requirement is met, the alt anim will be played).
I believe the priority is counted in descending order (i.e. 0 takes precedence over 1).
wish I'd known that before i did all that internal .skeleton renaming but what the hey...
I think internal .skeleton renaming it's easier than the "alternative animations". When I was working on my dwarf, I had a lot of strange things with this.