
RIDER_ATTACK_1 filename = "Animations/MEN/HORSE_RIDER/C_LAN/C_LAN_LG_Thrust_Level.anim", blend_in_time = 0.25 equipment_usage = lance variant_weighted_mesh : animation corruptedĬode: CHARGE filename = "Animations/MEN/SABRE/SAB_CHARGE/SAB_Charge.anim", blend_in_time = 0.5, primary_weapon = on, personal = off fbx > cleaning model > flip scene > convert to. variant_weighted mesh > flip scene > convert to. variant_weighted_mesh : animation corrupted Then, testing the exported animation (TEST_c_axe_charge_attack), something goes wrong :ĮDIT : I've tried to flip scene, but with no results variant_weighted_mesh model look "bug free" after testing it with the c_axe_charge_attack anim from vanilla ETW STEP 3 : removing extra bones up to create a "clean" model
#Ultimate unwrap 3d how to hide bones skin
fbx fileįirst issue : if animation play, it seems that skin modifier is gone.Īfter starting over the same processus, I can animate model : STEP 1 : opening the east_guard_cavalry_ahadis and importing c_axe_charge_attack animation using UU3D

#Ultimate unwrap 3d how to hide bones windows
The Animation Editor windows will appear : STEP 4 : removing extra bones up to create a "clean" model.STEP 2 : saving model and animation as.STEP 1 : opening the east_guard_cavalry_ahadis and importing c_axe_charge_attack animation using UU3D.They have a role similar to animation fragments.Ĭampaign animation would likely need its own thread. unit_stats_naval_crew tables : man_animations_table column Įach animation is composed of a set of animation fragments to cover all possible situations.įragment swordsman_stab_combat_fragment default_equipment_display = primary_weaponįragment swordsman_movement_fragment default_equipment_display = primary_weaponįragment musician_fragment default_equipment_display = personalįragment bugler_fragment default_equipment_display = personalįragment horse_rider_base_fragment default_equipment_display = primary_weapon, secondary_weaponįragment carbine_horse_rider_fragment default_equipment_display = primary_weapon, secondary_weaponįragment sabre_horse_rider_fragment default_equipment_display = primary_weapon, secondary_weaponĬontrary to battle animations, agent animation are defined in :.unit_stats_land tables : man_animations_table column.gun_types tables : gun_animations_table column.battle_personalities tables : man_animations_table column.It defines all animations called in db tables to animate model : RUN_1 filename = "Animations/MEN/AXE/AXE_RUN_IR/Axe_run.anim", blend_in_time = 0.5Īnimations tables is a txt file and not a db tables. RUN_TRAINED_1 filename = "Animations/MEN/AXE/AXE_RUN_IR/Axe_run.anim", blend_in_time = 0.5 WALK_TRAINED_2 filename = "Animations/MEN/AXE/AXE_RUN_IR/Axe_run.anim", blend_in_time = 0.5 WALK_TRAINED_1 filename = "Animations/MEN/AXE/AXE_WALK/Axe_walk.anim", WALK_2 filename = "Animations/MEN/AXE/AXE_RUN_IR/Axe_run.anim", blend_in_time = 0.5 WALK_1 filename = "Animations/MEN/AXE/AXE_WALK/Axe_walk.anim",



STAND_TO_PLAY_INSTRUMENT filename = "Animations/MEN/MUSICIAN/BUGLE/ART_to_Bugle.anim", PLAY_INSTRUMENT_TO_STAND filename = "Animations/MEN/MUSICIAN/BUGLE/Bugle_to_ART.anim", Code: PLAY_INSTRUMENT filename = "Animations/MEN/MUSICIAN/BUGLE/Bugle.anim",
