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Below is an outline of the files that comprise the Halo 2 first person animation system.
BASIC ANIMATIONS
The following files is the base file list you need for a standard first person weapon animation set. They should reside in the weapon’s “fp” animation folder.
For instance you would find the SMG first person animations here: \data\objects\weapons\rifle\smg\fp_smg\animations
We recommend creating a “working” directory in the “animations” folder where you can store your DCC files and reference.
first-person firing.jmo
first-person idle.jmm
first-person melee-1sthit.jmm
first-person melee-1sthit2i.jmm
first-person melee-2ndhit.jmm
first-person melee-2ndhit2i.jmm
first-person melee-3rdhit.jmm
first-person moving.jmo
first-person overlays.jmo
first-person posing.jmm
first-person put-away.jmm
first-person ready.jmm
first-person reload-full.jmm
first-person reload-empty.jmm
first-person throw-grenade.jmm
rename.txt
FIRST PERSON ANIMATION BREAKDOWN
The following text describe the purpose for each animation file needed for a basic first person animation graph.
first-person firing.jmo
firing animation overlay
shares timing with the 3rd person firing animation for that weapon
first-person idle.jmm
basic breath idle
should have at least one other variation
first-person melee-1sthit.jmm
melee attack
1st hit of melee combo
roughly timed the same as hit #2
animated from idle pose to end position of attack #1
hold in end position
first-person melee-1sthit2i.jmm
return to idle from melee attack #1
quick return to idle
used if combo is interrupted or discontinued
first-person melee-2ndhit.jmm
melee attack
2nd hit of melee combo
roughly timed the same as hit #1
animated from end position of attack #1 to end position of attack #2
hold in end position
first-person melee-2ndhit2i.jmm
return to idle from melee attack #2
quick return to idle
used if combo is interrupted or discontinued
first-person melee-3rdhit.jmm
melee attack
3rd hit of melee combo
biggest attack of the combo
animated from end position of attack #2 to idle
returns to idle
first-person moving.jmo
simulates the character’s upper body movement
gun and arms sway from side to side to simulate footsteps being taken
first-person overlays.jmo
overlays used to simulate delay/overlapping action
eg: a character strafes left and the gun/arms delay then move left with the character
0-9 [10 frames]
Frame | Name | Pose Reference |
---|---|---|
0 | All-Base | - base pose holding gun |
1 | Arms-Back | - arms move back |
2 | Arms-Front | - arms move forward |
3 | Arms-Left | - arms move left |
4 | Arms-Right | - arms move right |
5 | All-Base | - base pose holding gun |
6 | Gun-Left | - gun pitches left |
7 | Gun-Right | - gun pitches right |
8 | Gun-Up | - gun pitches up |
9 | Gun-Down | - gun pitches down (helpful to slide the rig back a little on this one) |
first-person posing.jmm
flavour animation / flavour idle
used when character is idle for a longer period of time
eg: character fidgeting with gun
animated from idle pose to idle pose
first-person put-away.jmm
used to stow weapon
weapon completely leaves screen
animated from idle pose to off screen
first-person ready.jmm
used to bring weapon to idle pose
weapon comes from off of screen
animated from off of screen to idle pose
first-person reload-full.jmm
reload weapon
changing magazines/clips/etc
different for each weapon [eg: shotgun]
first-person reload-empty.jmm
reload weapon
reused from “first-person reload-full” animation in the rename.txt
first-person throw-grenade.jmm
throw grenade
left handed throw
do not export with a grenade in the scene
rename.txt
a text file
intended to list reused animations
HELPFUL HINTS
Note
export is basically the same method, with the graph living under the weapons’ tag directory
Note
start with a static animation as an idle to get the pose down on screen before moving on to creating the rest of the moveset
Note
you can reuse a lot by referring to existing animations as a base to start from
Note
the slightest movement can make or break a first person animation, so be aware of what you are doing and refer to the animations in the engine for the final look