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Author Topic: New animation editor out!  (Read 9108 times)

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Offline LCD

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Re:New animation editor out!
« Reply #15 on: 27 Dec 2002, 00:00:10 »
i took a look @ da customanims .cpp nd tried 2 make it on my anim (by changing da names nd da name of da file dats all) but it didnt work  :-\

nything else dat should b changed 2 get it ingame ?

LCD OUT
 
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Hovmand

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Re:New animation editor out!
« Reply #16 on: 27 Dec 2002, 02:17:49 »
i got it ingame replacing the qwerty.rtm file in Teacups Customanim addon, and using this command in a radio alpha trigger: p1 playmove effectbboy.

But the dude gets burried up to his waist  ???

Offline LCD

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Re:New animation editor out!
« Reply #17 on: 27 Dec 2002, 02:34:00 »
Quote
But the dude gets burried up to his waist


ROFLMAO

 :o

gotta b somthin wid da cpp ;D didnt gave hime ny order 2 move ;D m gonna expirement wid it tomoz ;D

LCD OUt
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ofp..hahha

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Re:New animation editor out!
« Reply #18 on: 27 Dec 2002, 05:42:49 »
Yeah maybe we can all figure this out but... How can we implement our own custom animations that we would like to use for other stuff like the scud does?

Offline LCD

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Re:New animation editor out!
« Reply #19 on: 27 Dec 2002, 07:39:57 »
After 31/2 hours of work i present more detailed kick ;D got 42 frames now ;D da last bits r lil rushed but dats cuz its 7:40 AM nd i need 2 go 2 sleep ;)

also have som Qs if ny1 figured it out ;D

1) wat is da anim step time (u know dere is number near each step) from som reason da st00pid prog keeps puting near all of em da number 1.0 nd mark it wid red  :-\ (its prooly easy 2 understand but @ 7:40 i cant get nothin ;D)

2) ny1 discovered how 2 put fine .cpp 4 it ? if so tell me or jusr put da .rtm file into OFP nd send it 2 me ;D

WARNING SPAM
ALL EVERON CARTEL FANS - DA EC GOT ANIM-MAKER NOW ;D

sry but i had 2 do dat ;) ;D

LCD OUT

[edit]Oops forgot 2 attach da file ;D
« Last Edit: 27 Dec 2002, 07:42:10 by LCD »
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

PiNs_Da_Smoka

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Re:New animation editor out!
« Reply #20 on: 27 Dec 2002, 08:03:48 »
@LCD

    The timestamp is jsut that, a time stamp. Which basically, i could be wrong slightly, tells you how long in between each frame. This has been somewhat difficult for me for some reason, i'm still trying to figure out exactly how to time everything and how it gets affected by it. (that really only makes sense to me ;D )

And as far as the .cpp, i too have used the one from teacups animations. Its very simple, here is what you need to change...

Original....
Code: [Select]
VEH_MOVES_VAR(JeepCodriverTCP, \CustomAnim\jeepcodriverTCP, 1, 4);

      class EffectBBoy: StandBase
      {
         actions = StandTalkActions;
         file=\CustomAnim\qwerty.rtm;
         speed = -12.0;
         looped=false;
         soundEnabled=false;
         duty = RestDuty;
         interpolationSpeed=2;
         connectFrom[]={Stand, 1, StandVar2, 1, StandVar3, 1};
         connectTo[]={Stand, 1, StandVar2, 1, StandVar3, 1};
                  interpolateTo[]={StandDying,0.1,StandDyingVer2,0.1};              

Fixed....
Code: [Select]
VEH_MOVES_VAR(JeepCodriverTCP, \peyo\jeepcodriverTCP, 1, 4);

      class peyoi: StandBase
      {
         actions = StandTalkActions;
         file=\peyo\peeing.rtm;
         speed = -6.0;
         looped=false;
         soundEnabled=false;
         duty = RestDuty;
         interpolationSpeed=2;
         connectFrom[]={Stand, 1, StandVar2, 1, StandVar3, 1};
         connectTo[]={Stand, 1, StandVar2, 1, StandVar3, 1};
                  interpolateTo[]={StandDying,0.1,StandDyingVer2,0.1};            

All you need to change is the .pbo path, and the name of your animation. The line

Code: [Select]
class peyoi: StandBase
Is the name of your animation that you will use when calling it. For example

guy playmove "peyoi"

Simple as that :)

Offline LCD

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Re:New animation editor out!
« Reply #21 on: 27 Dec 2002, 08:09:43 »
@ pins -
Quote
The timestamp is jsut that, a time stamp. Which basically, i could be wrong slightly, tells you how long in between each frame. This has been somewhat difficult for me for some reason, i'm still trying to figure out exactly how to time everything and how it gets affected by it.

arghhh just not dis - meens i need 2 create good timing 4 everything now - Damn - but i wil get dis tomoz  ;D

tanks 4 da .cpp - gonna test it tomoz also ;D

LCD OUT
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

PiNs_Da_Smoka

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Re:New animation editor out!
« Reply #22 on: 27 Dec 2002, 08:28:19 »
arghhh just not dis - meens i need 2 create good timing 4 everything now

Hmm....did you expect everything to just kinda, fall into place? Don't think so my friend. Welcome to the world of animation. I wish it used some sort of frame timeline, as used in many 3D programs. Makes it a little easier on the brain. O well. :-\

Offline LCD

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Re:New animation editor out!
« Reply #23 on: 27 Dec 2002, 08:36:20 »
@ PIns - thik ur wrong - i opened da .rtm by teacup - nd all da brakedance fit in exactly 1.0 - so or it is all1 (min or sec or watever it is) or its is somkind of frame timeline :P  ;D

nd i dont think da whole brake dance anim is exactly min ;D

also wen i tried my anim i noticed dat it dont play da part dat was timed now by me after da 1.0  :-\

also can ny1 check my .rtm nd tell me y da fuck da soldier goes underground wenever i try 2 play da anim ?

LCD OUT
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

PiNs_Da_Smoka

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Re:New animation editor out!
« Reply #24 on: 27 Dec 2002, 08:43:24 »
@ PIns - thik ur wrong - i opened da .rtm by teacup - nd all da brakedance fit in exactly 1.0 - so or it is all1 (min or sec or watever it is) or its is somkind of frame timeline :P  ;D

Its not a minute or second silly. Its simply the "timeline" for the frames.


P.S.

Dude. SPEAK ENGLISH! I mean REAL english. Not all this abbreviation and "da" crap. Granted its my name, but for gods sake man, when trying to communicate with other human beings, try and speak normally. I have a hard time understand what in gods name you are trying to say. ;D
« Last Edit: 27 Dec 2002, 08:45:32 by PiNs_Da_Smoka »

Offline LCD

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Re:New animation editor out!
« Reply #25 on: 27 Dec 2002, 08:47:31 »
watever  ;D

dont understand in animating  :-\

i wil continue making anims nd try timing em right W/O getin 2 much into dis

just have 2 discover y da man goes undergroud  ;D

gtg n sleep or i wil sleep on da keyboard ;D

LCD OUT
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

1B1KSniper

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Re:New animation editor out!
« Reply #26 on: 27 Dec 2002, 09:51:31 »
For the timeline it always begins 0 and ends 1.  I have been playing with this too and I would appreciate it if someone could show me how to incoprorate an rtm into the cpp to make the anim the walking/moving animation of a vehicle.  All I know so far is that I have to define it in the cfgMoves class in the cpp...  If someone could make an example for me I would appreciate it.

teaCup

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Re:New animation editor out!
« Reply #27 on: 27 Dec 2002, 14:08:03 »
Hey guys,

Here's a little config, to help you preview your animations. It's really simple. But it's for a "StandBase" class anim, so you might want to change that (and a lot of other stuff).

Two words about the timebase of all .rtm-animations: it's not a fix one (e.g. 15 f/s - common for games). It varies. The final (ingame) speed is set by the speed attribute of the config. In the .rtm, frames are indexed, and the index for each frame is the result of (1/number of frames in sequence)*frame number..

And the reason why your soldiers are buried half way into the ground, is that when making your animations, you have your man buried half way into the grid. Move them all up.

Hope it helps..

Offline Viking

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Re:New animation editor out!
« Reply #28 on: 27 Dec 2002, 14:19:30 »
Hi all! ;D

I was playing around here with the Animations, and tried making a new anim where the soldier when he does: "Put *weapon* on back", he would just let go of it, and let it sling loosely on his front(like in Ghost Recon and in real life), but I couldn't sem to get it right :-\... Has anyone else tried this, yet?

There is a great number of people who want this! ::)

Cheers,
Viking
VIKING
Modeller/Skinner/Coder
NORFOR

Offline LCD

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Re:New animation editor out!
« Reply #29 on: 27 Dec 2002, 19:44:49 »
@ Teacup - tanks 4 da .cpp nd da solution of da anim prob  ;D but it gave me anoder prob  :-\ how can i move da model 2 b above da grids in da OFP-Anims prog ? i cant c nything 2 do dat dere  :-\ ny1 who figyres it out plz t4ell me ;D (also tel me on wayz2 do it outside da prog ;))

@ Pins - dere was a thread on my english speaking 1ce  :P dont start again ;D

LCD OUT
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta