Ripping character animations from source code

Initiate Mage
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Douse anyone know how to rip the character animations from the source code, the files are in *.anm

I was able to open the *.sco files in maya which are the models with a league of legends plugin for maya. But got no idea on how to go about with the animations.
 
Douse anyone know how to rip the character animations from the source code, the files are in *.anm

I was able to open the *.sco files in maya which are the models with a league of legends plugin for maya. But got no idea on how to go about with the animations.

You need to know how to animate.
 
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This pretty much answers all of your questions.

I have the skeleton mesh for Eclipse Engine on my PC.. and I'm not afraid to use it (even though the results will be horrible

IMPORTANT NOTE:
Don't judge. this was first piece of **** I ever animated.
 
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This pretty much answers all of your questions.

I have the skeleton mesh for Eclipse Engine on my PC.. and I'm not afraid to use it (even though the results will be horrible

IMPORTANT NOTE:
Don't judge. this was first piece of **** I ever animated.


woah :D character ass is not moving well done :D
 
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If you look through the Source Code from WarZ, you can figure out the Skeleton Setup, I think.

A lot of bone names are stored in the source code and most likely in other files as well.

Just search for Bip01_ in the EclipseStudio SLN.
 
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Oh, it is?

Derp...I haven't touched 3ds max in ages, so I'm rusty on that one.

Anyway, the more I play around with the game, the more I'm scared by the Idle animation. Dem fingers...so long and strange, like an Alien from the Alien movies.

I hoped, that the last animation update from the devs might have improved the animations, but meh...
 
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Honestly animation is pretty much the same process from game to game; some small differences may occur in how exportation is done, but overall the design process has been (and will continue to be) the same sequence as it was back in the early 2000s. Just look up character animation in 3DS Max, download the exporter (I released it quite awhile ago, idk where it is now, just search the threads I have started), and do your own testing. No one publically has released the full documentation for the Eclipse Engine exporters (I have talked a little about it, but nothing in much detail), but out of all the games I have worked with it pretty much is the closest thing to "standard" I have seen.

Edit: Thread with MAX Exporters: [Info] SCO: Mesh Export/ Import*
*Note: This thread was created in the baby beginnings of WarZ development, some information posted may be incorrect or incomplete. I do not intend do edit my old posts with new information gained in the 6 months that have passed since I initially started research.
 
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