Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Bobboau on January 05, 2005, 01:44:00 am

Title: submodel animations
Post by: Bobboau on January 05, 2005, 01:44:00 am
http://freespace.volitionwatch.com/blackwater/fs2_open_r_animations.zip
ok people, currently it suports triggered animations for:

"inital" inital position (turrets can point forward rather than up (doesn't yet work in the tech room))
"docking" docking (your on your way)
"docked" docked (you just did)
"primary_bank_#" (were # is the bank) selection of all primary banks
"secondary_bank_#" (were # is the bank) selection of all secondary banks
"door" fighter bay launching (hanger doors)

add this to your ships table for any animated object (yes they must be made subsystems, +non-targetable is optional and actualy not realy part of the animation system, I should get around to makeing invulnerable subsystems eventualy)
Code: [Select]
$Subsystem:
primary1a,             1,0.0
+non-targetable
$animation=triggered
$type="primary_bank_1"
+delay:0
+relitive_angle:0,-180,0
+velocity:0,90,0
+acceleration:0,60,0
+time:4000


I need people to start useing/testing these, I am sure there are bugs, you should particulary pay atention to things like anything going wrong with anything related to an animation (like if fighters never launch, or primary weapons never fire), and I need people to tell me what they want me to suport next so I don't waist my time any further implementing stuff that nobody is going to use

this current implementation is sutable for 'events' (I don't mean the sExp type though that can be done) singular actions not ongoing parameters (ie you engaged you after burner not how much fuel is left). I intend on makeing a seperate animation system for suporting linked animations but this is the triggered animation system. so keep that in mind. also if you ask for something I expect to see it used at some point, if you have something in mind, a specific model that could use a trigger type that would be an ideal candidate.
Title: submodel animations
Post by: Swamp_Thing on January 05, 2005, 01:35:23 am
I spy with my little eye, a spelling problem.
Is it "Relitive" or "Relative"?
:p

Does this mean we don“t need to have turrets pointing up anymore (in the rest position)? That would be cool.
:nod:

EDIT: Someone fix the damn clock!! This is ridiculous...
:doubt:
Title: submodel animations
Post by: Bobboau on January 05, 2005, 02:44:16 am
how DARE you post before me in a thread I started!
Title: submodel animations
Post by: vyper on January 05, 2005, 03:02:05 am
edit: nm
Title: submodel animations
Post by: c914 on January 05, 2005, 03:33:27 am
i gona test those fighterbay dors on my carrioer..just i need more description what i should do:rolleyes:
Title: submodel animations
Post by: Bobboau on January 05, 2005, 04:50:38 am
make a submodel, like you were going to have a destroyable submodel, than under the table entree use the posted sample as a template, change 'primary_bank_1' to 'door'
+delay:is how long it will wait after the triggering event before starting the animation
+relitive_angle: is the ending angle around x, y, and z.
+velocity: how fast it will rotate
+acceleration: how fast it will reach the velocity
+time: how long after the animation starts you want gameplay effects to consiter it done.
Title: submodel animations
Post by: aldo_14 on January 05, 2005, 04:15:14 am
'relitive_angle' ?
Title: submodel animations
Post by: Bobboau on January 05, 2005, 05:41:31 am
yeah I'll fix it.

and Take that Causality!
Title: submodel animations
Post by: aldo_14 on January 05, 2005, 04:50:54 am
{obi-wan}
You want to fix this

{/obi-wan}
Title: submodel animations
Post by: Grimloq on January 05, 2005, 04:32:01 pm
oh pleez... MAKE THE TIMEWARP STOOOOOOP!!!
Title: submodel animations
Post by: aldo_14 on January 05, 2005, 04:54:14 pm
Quote
Originally posted by Grimloq
oh pleez... MAKE THE TIMEWARP STOOOOOOP!!!


No
Title: submodel animations
Post by: Bobboau on January 05, 2005, 05:46:36 pm
so, anyone got anything for me.
Title: submodel animations
Post by: Nuke on January 06, 2005, 01:14:20 am
ive been busy with work and depression but il see if i can find you some bugs to fix.

brownie points for letting us set initial turret angles, i have a ship i can test that on.

is it possible to do gatling gun turrets yet? cause i can test that too.
Title: submodel animations
Post by: Bobboau on January 06, 2005, 01:44:43 am
the problem with the gatling turrets is that they rotate while fireing, it isn't a singular event so that will have to wait for linked animations. unless you want something were it rotates once for every time it fires.
Title: submodel animations
Post by: Goober5000 on January 06, 2005, 01:55:19 am
Linked animations is already possible.  I added functionality awhile back for submodels to rotate while a primary weapon is firing.
Title: submodel animations
Post by: Carl on January 06, 2005, 03:36:45 am
great. now we just need Bob to put in IK skeletons and we can have really fancy turrets :D
Title: submodel animations
Post by: Nuke on January 06, 2005, 03:52:45 am
Quote
Originally posted by Goober5000
Linked animations is already possible.  I added functionality awhile back for submodels to rotate while a primary weapon is firing.


thanks goober :D
runs off and plays with gatling guns.

Quote
Originally posted by Bobboau
the problem with the gatling turrets is that they rotate while fireing, it isn't a singular event so that will have to wait for linked animations. unless you want something were it rotates once for every time it fires.


if you made the gun rotate an x number of degrees for every shot that might work. then its just a mater of making the turret fire fast enough to make it look like a constant rotation.  it wouyld need to be a pulse trigger that doesnt reset its self. it woud just rotate an additional x degrees from its previous position. it would be up to the modder to properly time the animation with the wepon.
Title: submodel animations
Post by: Bobboau on January 06, 2005, 04:58:29 am
that could work but it would have to be precisely timed
Title: submodel animations
Post by: Black Wolf on January 06, 2005, 07:19:21 am
Quote
Originally posted by Grimloq
oh pleez... MAKE THE TIMEWARP STOOOOOOP!!!


Hell no! In fact, let's do it again!
Title: submodel animations
Post by: Nuke on January 06, 2005, 04:26:03 pm
Quote
Originally posted by Bobboau
that could work but it would have to be precisely timed


i figure most modders are smart enough to operate a calculator. :D
Title: submodel animations
Post by: Anaz on January 06, 2005, 04:43:17 pm
quick! someone (who isn't me) go make a turret that recoils when it fires!

I would, except that I have tons of school stuff that I should be working on, instead of posting here.
Title: submodel animations
Post by: Nuke on January 06, 2005, 04:43:52 pm
id like a weapon fire trigger, something that can work on a per fire point basis. srategicly placing an origin i can make guns kick back when they fire. the problem is it might screw up some of my cycling weapons. so it would need to operate on a per fire point basis.

it would also be cool if we can toggle glowpoints onn off with a trigger. like have landing lights come on when the docking bay opens.

*edit*
doesnt really belong here but for pcs2 id like the option to adjust subobject origins, just to ade in the creation of animations. it wouldnt actually move the object, just the point the game considers its center.
Title: submodel animations
Post by: Trivial Psychic on January 06, 2005, 06:50:40 pm
Quote
Originally posted by Black Wolf
Hell no! In fact, let's do it again!

LETS... DO.. THE TIME.. WARP... AGAIN!!!
Title: submodel animations
Post by: Nuke on January 07, 2005, 01:30:03 am
time warp?
Title: submodel animations
Post by: Black Wolf on January 07, 2005, 10:24:38 am
Quote
Originally posted by Nuke
time warp?


Wha? Your lack of knowledge of '70s music and transvestite movies appals me.
Title: submodel animations
Post by: redmenace on January 07, 2005, 12:31:08 pm
Goober, does your gatling gun allow for a warm up period?

Bobboua, In reference to primary bank, do we now have linear translation or is the only limited to horizontal?
Title: submodel animations
Post by: Nuke on January 07, 2005, 04:35:27 pm
this doesn translate it only rotates. however if you use proper model hierarchy, any children of a sub model will inherit its parents motion. if you make the child rotate in the oposite direction it would apear to translate, although in a hinged fashon. you can also fake it if you change a subobject's orgin to be way off from the cinter.  in the case of a kicking gun barrel you could have the orgin way off to the side some where, by rotating the gun a couple of degrees it would simulate a kicking effect. likewise you could do sliding fighterbay doors if you place the orgin a distance behind the door. far enonough that the doors would completely open by turning the whole thing a degree or two. you would barely notice that they are rotating.
Title: submodel animations
Post by: Goober5000 on January 07, 2005, 05:03:58 pm
Quote
Originally posted by redmenace
Goober, does your gatling gun allow for a warm up period?
No.
Title: submodel animations
Post by: redmenace on January 07, 2005, 09:22:27 pm
well a brief warm up period and warm down period might be nice. It might better simulate real gatling effects. since a real one might need to spin up to a certain speed inorder to fire and would have to suddenly spin down to a stop.
Title: submodel animations
Post by: Nuke on January 07, 2005, 09:25:14 pm
fire rates should be variable, a shot gets fired every time a barel passes the firing threshold regaurdless of how fast the gun is spinning. the ammo feed is syncronised with the gun rotation and doesnt operate independantly as some games would have you think. fire rate ramps up as the gun starts firing, then ramps down when the trigger is released. gatling guns actually have breaks to slow them downto avoid wasting as much ammo on spindown.
Title: submodel animations
Post by: redmenace on January 07, 2005, 09:33:06 pm
hmm didn't know that.....BTW you fullfilled my stereo type of an alaskan :p
Title: submodel animations
Post by: Nuke on January 08, 2005, 01:45:45 am
nah, im in the warm part of alaska :D
Title: submodel animations
Post by: redmenace on January 08, 2005, 06:51:22 am
My father spent some time their and said they are very serious about their weapons.
Title: submodel animations
Post by: Nuke on January 08, 2005, 06:06:23 pm
indeed
Title: submodel animations
Post by: Cobra on January 08, 2005, 11:25:28 pm
*screams* god, my brain is hurting from reading the second post of this page!

english, please. not that much of a modder yet, though i REALLY want to try this out.
Title: submodel animations
Post by: Nuke on January 09, 2005, 02:39:21 am
bah, english is for wussies :D
Title: submodel animations
Post by: Cobra on January 09, 2005, 03:10:06 am
shuddup. :D
Title: submodel animations
Post by: redmenace on January 09, 2005, 06:24:37 am
hey I was in a hurry. I am a little more of a perfectionist when it comes to other more important stuff like the SCP website and the readme files.
Title: submodel animations
Post by: Cobra on January 09, 2005, 03:34:23 pm
:lol: