![]() Pick animation sets for the mount and rider.Once we have a tag for both, your preview is ready. Stand is a good neutral pose to work with. If you pick Stand as a tag for the mount, the rider tag should automatically fill with Rider_Stand You can narrow the available options by typing in the bar, like I have above with ‘stag’. Whatever tags are selected are what will play in the preview window. The Tags are individual animations from those sets. The first 2 boxes are the respective animation sets your rider and mount will use. The mount link shortcut is far simpler than it seems. It’s better to come back once we can see a visual preview of the changes before changing things. Once you hit set you’ll see ‘1 vertex selected’. Press fn+f3 or just f3 to enter vertex view mode, and click a vertex to select it. Select the mount by clicking its model in the preview window. We want to pick a vertex in the mount mesh for the rider to stick to. ![]() We won’t need the Rider and Mount menu’s again moving forward, so feel free to collapse them for space. A 2nd rider mesh will appear for animations, and the t-posing mannequin idiot will only be in the way. Simply pick a mesh from a packfile.Īt this stage you should untick the box beside Rider to make them invisible. Those will fill automatically once we fill a lower menu. No need to to touch Skeleton or Animation. Notice, you can pick a variantmeshdefinition to get the whole model, rather than importing the parts one by one. Or search an open mod pack and pick a custom model. So let’s start at the very top with the rider.Ĭlick browse to open the CA pack and search for your rider’s mesh (model). Handily, the UI is arranged so the menus and steps we’ll take are stacked in the same order (more or less). You may only want to look at different combinations of rider and mount to decide what looks good.īut before the editor will allow you to render an animated preview of your mounted model, there’s a few thing you need to set up first. You may not want to jump straight into creating an animpack. ![]() If you want to a short and to the point summary, find it here: This is a guide for absolute beginners, so I’m going to proceed step by step with a lot of detail and instruction. The more windows you have open the likelier you are to incur a memory error, so make sure you save regularly. However, as I’ve warned, you should not save models in the same pack you’re saving animations, so make sure to switch active packs. This might be useful if you notice your rider is clipping through the mount, and you want to quickly edit part of the model and reimport it. You can have kitbash windows open while you have mount animation windows open. To switch to the mount animation editor, simply click Tools and select it ![]() This will reduce the chance of a memory error which might happen if you try saving animations in a pack that already holds models, textures, db stuff. It’s always better to start a fresh and empty pack for saving animations. The above is a link to a video of a damsel on a carnosaur. Some examples of mounts created with the editor: Get used to navigating the UI, importing models, controlling the camera etc. ![]() Play around with it for a few hours before attempting animations. The kitbash editor is more accessible for beginners. You may have noticed that many riders just sit there doing nothing while their mount does all the work attacking. MAE will also allow you to tweak and swap out rider animations. Normally, if you try sticking a human with horse rider animations on a tomb scorpion, the rider will float above or be sunken in the scorpion. MAE is a tool included within Asset Editor. So what is the Mount Animation Editor? (Hitherto referred to as MAE) This guide assumes you’ve never modded animations before but you want to start putting units on crazy mounts using Asset Editor. A Beginner’s Guide to The Mount Animation Editor ![]()
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