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 Post subject: Re: Star Wars Battlefront 3 Pre-Alpha Animations .RAX
PostPosted: Tue Jan 03, 2017 9:42 am 
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Wobble wrote:
I don't think that would work, at least in UU3D. You would need to modify the position keys directly. It's too tedious to do by hand, so you would need to export the animation to some readable text format, and process it with a script or some other tool.

btw, this animation format is very similiar to League of Legends latest anim format. They also use the 10-bit packed rotation, and packed WORDs for position. But, this RAX format is missing the bounding box information to unpack it back into the correct scale again.


Um yeah i'm i notice the legs twitching a lot when it's just simple animations on the upperbody and arms for like reload...ect but that isn't to hard to fix just remove the animations on the legs for when they aren't missing.

Also i noticed a lot of the cutscene animations either don't load or load but just mess up the model some,as well some of the positions are off and you'll see on some characters their hands and other parts are pulled just a bit away from the mesh or stretched out farther not sure if this a problem with the script or Free Radical not finishing things yet.

Do you happen to think that some of this missing bounding box information is in the models havok.rax or novodex.rax files?

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 Post subject: Re: Star Wars Battlefront 3 Pre-Alpha Animations .RAX
PostPosted: Tue Jan 03, 2017 5:11 pm 
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Last edited by Wobble on Sun Mar 12, 2017 10:36 am, edited 1 time in total.

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 Post subject: Re: Star Wars Battlefront 3 Pre-Alpha Animations .RAX
PostPosted: Wed Jan 04, 2017 4:33 am 
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Wobble wrote:
I didn't look at the cutscene animations. But, all animation should be valid. Every animation is usually paired with an unique object. Two different objects can't use the same animation. Especially if they have a different skeleton with a different bone count.

JakeGreen wrote:
Do you happen to think that some of this missing bounding box information is in the models havok.rax or novodex.rax files?


I think those files deal with physics and collision. Havok and Novodex are two different physics APIs. Animation should be self-contained in one file. But if there's no scaling, then they could be using a constant value for all animations.


Ah well it was worth a shot asking, but i've noticed a lot of aniamtions missing from the files extracted that i can clearly see while playing the pre-alpha so my guess is the quickbms script isn't getting every file out.


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 Post subject: Re: Star Wars Battlefront 3 Pre-Alpha Animations .RAX
PostPosted: Wed Jan 04, 2017 11:59 pm 
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 Post subject: Re: Star Wars Battlefront 3 Pre-Alpha Animations .RAX
PostPosted: Fri Oct 06, 2017 3:53 pm 
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Any progress with the animations?



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