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Author Topic: Animating program  (Read 910 times)

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gunmanmcd

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Animating program
« on: 15 Jul 2003, 17:37:17 »
rite.... how do u work this animation program btw?  ???

I have the readme but cant read german THAT well ( if it is german )!

I click "load p3d" and select one from "Data3d" folder but it says "wronf format" or sumtin for every single file!
What the **** is wrong wit it?

Offline Zayfod

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Re:Animating program
« Reply #1 on: 17 Jul 2003, 11:30:45 »
This aint perfect but it may help u. Done using an internet translator, for the bits that dont make sense--well try using your imagination.

Also this link may help u.

http://www.ofpec.com/yabbse/index.php?board=13;action=display;threadid=4694

Also if u ask the community in a nicer manner they may oblige by giving u further help.


Quote
OFP Anim v0.93 by Dschulle [ AEF CAMPAIGN: Operation Phoenix ]
------------------------------------------------------------

Status: Beta version


Animations generally
--------------------

 OFP stores its models in * p3d files. These model
files possess so-called components (or Selections), these summarize
several surfaces or points under a name. So that the models can be
animated, OFP stores the animations under their own file format * rtm.
in this format has each animation step (Frame) first a date (time
step), these must between 0 and 1 lie. The time step is multiplied
then later by the total period of the animation (out of config or
description). In each Frame each component and by it each Vertex are
multiplied by a transformation matrix.



OFP Anim particularly
----------------

This version still is in the beta stage. Comments,
suggestions and criticism on: Dschulle@aef kampagne.de

The following lines are to represent a short introduction.
Planned soon if possible a Tutorial is to be brought out.

Generally only models can be loaded at present from Oxy or that demo
(MLOD format). Animations (* RTM) would have to go also out of the
normal play.

REAR: Hint's to respective user surfaces are indicated at the bottom
left hand corner in the status border. (Mouse Button, RMB LMB left -
right Mouse Button)

To the beginning it is meaningfully first a model over the menu
to load (main menue >File >Load Anim...). Models, which placed in
front "mc _ *", are "Motion of Capture" models. With such a model all
Personenanims can be regarded and worked on. ("mc vojake2.p3d" is in
the Zip)


The main interaction takes place over the TreeView within the upper,
left range: - through it click on the eye, the respective component is
made un-/sichtbar (effects, if yellow arrow stands on "Visible
Components") - a ' A ' in the color box means that the component in
the animation is used

With the slidegate valve beside the arrows the announcement of
the Vertexes can be switched on and off.

Over the right mouse button a PopUpMenue is available.

Now one should load an animation over the menu (can later also from
the file cunning ruse selected werden(Window >FileBrowser)). In the
Zip is a run animation (bezbeh.rtm). Afterwards at the best one first
times at the bottom left hand corner on Play. Now the animation in the
4 opinion windows should run off. Play stop.

The individual animation steps can be selected as follows: 1) direct
over the slidegate valve 2) by selection from the time step list 3)
over the arrows beside "Selected" (indicates the current animation
step)

To the editing possibilities:

-------------------------------

DELETE deletes the current animation
step INSERT AFTER... a copy of the current animation step makes and
adds it behind the current one a RESET deletes the transformation
matrix this Frames (NOTE: no Undo possible!) UNLOAD ANIMATION the
current animation rejected NEW ANIMATION provides a new animation to
change recommended with person animations an existing. EDIT makes an
editing possible of the current Frames


PIVOT and Linking
---------------- OFPAnim has forward kinetics. That is, for each
component there is a local drehzentrum = pivot (joints). In addition
the relationship can be indicated, in which the components are
connected. The Hierachie results from the indention of the tree
structure.

The pivots can be moved, by pressing first "CHANGE pivot" and then
with selected component and pressed shift key with the left mouse
button the small yellow cross in the 3 ISO opinions twists.

The Linking can be changed by Drag'n drop within the tree, and/or over
the Popup menu (move one level UP).

After changing, can be stored these info. then. (save pivot and
Linking...) If for a similar component (soldier) under another name
pivot and Linking info. are stored already, this can be loaded over
"load pivot and Linking...". (afterwards do not store forgotten)



EDIT
--- When pressing on Edit comes 1 new panel, which serves with 3
slidegate valves (X, y, z) for the interaction.

At the disposal to 3 automatic controllers are for X, Y and Z which
these cause depend on the position of the above slidegate valve, thus
either ROTATION or TRANSLATION. As long as the automatic controllers
are expenditure-steered, and/or turn the selected components shift.

The Button ABSOSULT/ RELATIVE indicates, which drehzentrum is to be
used. In the position RELATIVE turns each selected component around
the pivot of the up-to-date superordinate, selected component. With
ABSOLUTE the drehzentrum is in the "world origin".

With MOVE all components should be selected (except one wants to peel
the arm off;))

If one made a gross error, then one can put the selected components
back over RESTORE.

If the Frame is finished, he is accepted with APPLY CHANGE or rejected
with cancel.


If one has a Anim finished, she can be stored over SAVE AS... in the
menu...

"totally move" indicates, how much itself the model altogether
waerend the whole animation in which direction moved (if x, y, z = 0,
then moves the animation on the place).


Remarks
---------- The models must actually be korregiert around a minimum
offset. This can be found out in Oxy over LAND MARKS (1 Vertex). This
must actually be entered in "model offset from centers" (so ok in
addition, looks?!)


So long...

Dschulle


************************************* * Special THX 2
OFPInternals 4 Help * *************************************


Zay
"I have come here to kick ass and chew bubble gum......an I'm all outta bubble gum!"