Animated Buildings

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Mattizme
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Animated Buildings

Post by Mattizme »

I dunno if this is possible yet, but it would be real spiffy to have animated buildings. Little farms with a rotating windmill and corn swaying in the breeze. Marvellous.
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Post by Fooli »

Stay tuned...
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Mattizme
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Post by Mattizme »

Staying tuned..

That mean we're close to it? Or, mit's buggered off? WHAT?!

While we're on the subject of animations, how long before we can get context-sensitive animations? I don't really know _how_ animations work in models, but how long d'you reckon before we can get nimations to stop when the engine stops, or when say, a weapon is fired? I mean, Sarrge falls over when he cops it.. is that scripted in the code itself, or is it done using the converter or something? Please enlighten me :)
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Post by Fooli »

It means animated buildings work, or should do - I'm workin on a few examples now, so keep on stayin tuned :)

Animations already are "context-sensitive", as u put it. When sarge dies, it triggers a death anim; when you move forwards it triggers a walk anim; and so on. Walking, running, dying and jetpacking all work now, more or less. If you look at the list of animation types in the converter you'll see just how many different animations might eventually be possible.

The full version of Sarge actually has loads of different animations, but most of them aren't hooked up to the game yet. Hooking them up and fixing any current animation glitches are on Mit's Big List Of Things To Do, so hopefully we'll get to see more of em at some point in the future.
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Mattizme
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Post by Mattizme »

spiffay!

Anyone who has an awful lot of time on their hands, could you please explain to me _how_ animations work?
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Post by Fooli »

Not sure what you mean - and I think that's more a question for the developer's board. If u post something more specific there i'll see if I can help ya :)
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Mattizme
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Post by Mattizme »

well, I know you set up a skeleton and you can record anims, but how does it get from recording them to being assigned to an action like engine off?
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Post by Fudrake »

Well, I dunhno about C++, but if you have created an object with a certain animation, you can save the object's animation as an "object animation" file, usually .can. So in the programming, you can add a line like

if objectaction=15
append object animation 1,15,"animation.can"
endif

and that's how you put it in context. it's just the same way how the "Engine off" box appears if the engine is off- just run a different command like "append object animation" to do that. Programming should be really flexible. one can do ANYTHING if one can link the condition and the required action together. And THAT's not hard. IF ENDIF does it.
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Post by hedgehog »

fooli on the boards....posting. now i've seen everything. twice.
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Post by Mit »

He's changed since he started gettin some :]
"how does it get from recording them to being assigned to an action like engine off?"
This is all handled in the model converter. The "Build Animations" menu option allows you to set the action for each keyframe of your animation. For instance, you can set frame 0 as the start of the 'walking' animation, frame 6 as the start of the 'running' animation.. etc etc.

No offense, fusion, but ur answer is a bit like explaining the entire workings of the universe by saying that its 'all done with gravity, like'. ;)
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Post by Fooli »

Some? SOME? Mwahahaha :)
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Mit
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Post by Mit »

ok.. ok... ANY.
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Post by hedgehog »

then again she's probably got him convinced that going all the way is holding hands.

;]
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Post by Fooli »

nah, it's Total Extrusion :p
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Post by DeVice »

Fooli wrote:nah, it's Total Extrusion :p
f
Eeek.

"Extruuuude me, now !"
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Dilli
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Post by Dilli »

You can do it , iv done it , look at dillradar
I posted abit bout it in the animating into .atm
so check there
Chow :arrow:
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Post by hedgehog »

i'm wondering how much this got tried before it was realized it didn't work in rl...

Image

"scaling the tractor unit" has far too many implications for its own good :P
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