The file rename.txt
is for reusing animations under different names.
Usage
Animation data files go in a folder named animations
as described here. Create a text file named rename
in that folder. Open the file in a text editor. Write one or more lines in the expected format. Save, and then go compile the animation data.
After compiling the animation data, Tool will try to read rename.txt
and modify the model_MODE-N-STATE GRAPH
if that was successful.
Format
To reuse an animation as another animation, write a line in this format:
name-of-animation = name-of-animation
There are three parts: the name of an animation that does not already exist, the equal sign, and the name of an animation that does exist.
That can be done for multiple animations, that belong to a specific mode, weapon class, and weapon type. They can be reused as animations for another specific mode, weapon class and weapon type. Tool can copy the ACTIONS
and the OVERLAYS
within the MODE-N-STATE GRAPH
from one block to another.
To do that, write a line in this format:
copy_weapon_type name-of-block = name-of-block
There are four parts: the prefix that tells Tool to reuse animations in one block as animations for another, the block that we want to reuse animations for, the equal sign, and the block that has the animations we want to reuse.
The "name" of a block is written in this format:
mode-label weapon-class-label weapon-type-label
Example
Source data files
combat pistol hp fire_1.JMO
combat pistol hp melee_strike_1.JMR
combat pistol hp melee_strike_2.JMR
combat pistol hp reload_1.JMR
combat pistol ne fire_1.JMO
combat pistol ne melee_strike_1.JMR
combat pistol ne reload_1.JMR
combat pistol pp melee_strike_1.JMR
combat pistol pp melee_strike_2.JMR
combat rifle ar fire_1.JMO
combat rifle ar melee_strike_1.JMR
combat rifle ar melee_strike_2.JMR
combat rifle ar reload_1.JMR
combat rifle br fire_1.JMO
pelican_p_l01 enter.JMM
pelican_p_l01 exit.JMM
pelican_p_l01 idle.JMM
pelican_p_r01 enter.JMM
pelican_p_r01 exit.JMM
pelican_p_r01 idle.JMM
rename.txt
Contents of rename.txt
combat pistol ne melee_strike_2 = combat pistol hp melee_strike_1
combat pistol pp fire_1 = combat pistol ne fire_1
copy_weapon_type combat rifle br = combat rifle ar
copy_weapon_type pelican_p_l02 any any = pelican_p_l01 any any
copy_weapon_type pelican_p_l03 any any = pelican_p_l01 any any
copy_weapon_type pelican_p_l04 any any = pelican_p_l01 any any
copy_weapon_type pelican_p_l05 any any = pelican_p_l01 any any
copy_weapon_type pelican_p_r02 any any = pelican_p_r01 any any
copy_weapon_type pelican_p_r03 any any = pelican_p_r01 any any
copy_weapon_type pelican_p_r04 any any = pelican_p_r01 any any
copy_weapon_type pelican_p_r05 any any = pelican_p_r01 any any
Output from Tool
### example.JMS
### pelican_p_l01 enter.JMM
### pelican_p_l01 exit.JMM
### pelican_p_l01 idle.JMM
### pelican_p_r01 enter.JMM
### pelican_p_r01 exit.JMM
### pelican_p_r01 idle.JMM
### combat pistol hp fire_1.JMO
### combat pistol ne fire_1.JMO
### combat rifle ar fire_1.JMO
### combat rifle br fire_1.JMO
### combat pistol hp melee_strike_1.JMR
### combat pistol hp melee_strike_2.JMR
### combat pistol hp reload_1.JMR
### combat pistol ne melee_strike_1.JMR
### combat pistol ne reload_1.JMR
### combat pistol pp melee_strike_1.JMR
### combat pistol pp melee_strike_2.JMR
### combat rifle ar melee_strike_1.JMR
### combat rifle ar melee_strike_2.JMR
### combat rifle ar reload_1.JMR
> populating animation graph...
> processing rename.txt...
> ### renamed "combat:pistol:hp:melee_strike_1" ==> "combat:pistol:ne:melee_strike_2"
> ### renamed "combat:pistol:ne:fire_1" ==> "combat:pistol:pp:fire_1"
> ### copied all 'combat:rifle:ar' to 'combat:rifle:br'.
> ### copied all 'pelican_p_l01:any:any' to 'pelican_p_l02:any:any'.
> ### copied all 'pelican_p_l01:any:any' to 'pelican_p_l03:any:any'.
> ### copied all 'pelican_p_l01:any:any' to 'pelican_p_l04:any:any'.
> ### copied all 'pelican_p_l01:any:any' to 'pelican_p_l05:any:any'.
> ### copied all 'pelican_p_r01:any:any' to 'pelican_p_r02:any:any'.
> ### copied all 'pelican_p_r01:any:any' to 'pelican_p_r03:any:any'.
> ### copied all 'pelican_p_r01:any:any' to 'pelican_p_r04:any:any'.
> ### copied all 'pelican_p_r01:any:any' to 'pelican_p_r05:any:any'.
> restoring old animation graph data...
> sorting graph entries...
> RESULTS 0 errors, 0 warnings
Acknowledgements
Thanks to the following individuals for their research or contributions to this topic:
- Abstract Ingenuity (Research and documentation)