Author Topic: Custom Animations Project  (Read 23563 times)

What's wrong about what I said? I said "If you're intending to remake the entire model." He mentions remaking the default animations, which perplexes me. You'd just say "No, it isn't." Not "Wrong."
No matter what you're saying (didn't bother to read it thoroughly), it doesn't matter. This doesn't break anything because we've already tested it. We're just having problems making the animations come out right.

What I'm asking is why you must remake all the default ones to do this and not have to change the base player... What exactly is going on with all this?

What I'm asking is why you must remake all the default ones to do this and not have to change the base player... What exactly is going on with all this?
All we're doing is adding animations. Nothing else. We are not remaking anything.

To get a correct bone rotation, I am currently working on overwriting m_Armreadyboth.dsq but I am only working on the right arm for right now.

It's noting permanent. This is just to figure out the animation problems.


Looks pretty nice. I'd love to see a crouching animation.


Is this working for you guys? When I use the add-on and change my datablock to "Animation Test", I simply have no animations on my player at all.

Better death animation(s) please

Is this working for you guys?
He's found someone who can make it work.

Better death animation(s) please
Looks pretty nice. I'd love to see a crouching animation.
The problem is that we can't actually release any of this to the public due to the fact that none of the add-ons that introduce new animations to the default player will be compatible with each other.
« Last Edit: December 13, 2011, 05:14:39 AM by Chrono »

Your sentence kinda trailed off there... What?


I'm kinda trying to do something like this myself... I know how to get dsq animations exported from blender, I just don't know what to name the sequence/bone, and I also don't know how to get Blockland to load the additional animations for the default playertype.

Maybe you guys could give me some details once you figure this out?

I was able to import Blockland's player model and its animations into an abandoned program by the name of Shaper. I then I exported that out to Milkshape, and from there I got the model into Blender. Unfortunately, the animation data was lost in the transition from Shaper to Milkshape... but if I can figure out a way to get the animations to export, then the default animations will be in blender for you. :)