I know, but I just don't understand how the eventcodes and the leaderhead animations go together.
As far as I understand, with the units you have one single file containing all the different states of the unit. But with the leaderheads, you have a couple of kf files (xy_action_01_negative, xy_idle_03_cautious ... etc.).
So why do I need the eventcodes when all the different "moods" are already seperated in different files? And where and how do I apply the eventcodes?
EDIT: Sorry, I've seen that the units also are splitted into different kfm files. When I said that it was one single file I had the "raw" max scene in mind like the one Praetorian that you can download
So maybe you could tell me if the following thought is a correct one:
1. In 3ds max you model the leaderhead.
2. You do the rigging and texturing of the model head.
3. Then you animate it, with all the different "moods" in one and the same timeline, as it seems with no limitation of how long they have to be.
4a. You start the MAXScript / Civilization IV plugin, where you chose the "actor root" (still don't know what that is and how you define it).
4b. In the "Active Sequence" rollout you define the names of the sequences and which is what (eg. frames 100-130: "_cautious_ec03").
5. Then you apply the exporter and by doing that you automatically create all those different kf files.
Sorry to bother you with all those questions, but it would be a great help if you told me if I'm following the right path ...
As far as I understand, with the units you have one single file containing all the different states of the unit. But with the leaderheads, you have a couple of kf files (xy_action_01_negative, xy_idle_03_cautious ... etc.).
So why do I need the eventcodes when all the different "moods" are already seperated in different files? And where and how do I apply the eventcodes?
EDIT: Sorry, I've seen that the units also are splitted into different kfm files. When I said that it was one single file I had the "raw" max scene in mind like the one Praetorian that you can download
So maybe you could tell me if the following thought is a correct one:
1. In 3ds max you model the leaderhead.
2. You do the rigging and texturing of the model head.
3. Then you animate it, with all the different "moods" in one and the same timeline, as it seems with no limitation of how long they have to be.
4a. You start the MAXScript / Civilization IV plugin, where you chose the "actor root" (still don't know what that is and how you define it).
4b. In the "Active Sequence" rollout you define the names of the sequences and which is what (eg. frames 100-130: "_cautious_ec03").
5. Then you apply the exporter and by doing that you automatically create all those different kf files.
Sorry to bother you with all those questions, but it would be a great help if you told me if I'm following the right path ...