Author Topic: Animation Code woes  (Read 11393 times)

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Offline Nuke

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Re: Animation Code woes
i think most if not all of the animation triggers could be done with scripting anyway. though im kind of concerned that there would be collision detection issues. up till now i had only used scripted animations on non-collideable objects, such as cockpit interior. attempts to use the same thing on large collideable objects may pose an issue. essentially we need a way to change the orientation of a subobject from scripting without messing up collision detection.

There is a way to simulate translations, by using two invisible, non-collidable submodels, configured a bit like an arm with an elbow joint.  You'd have to control 3 rotation points... one at the "elbow" where the two invisible submodels contact each other, and one where where each contacts the main model.  All three would need to be timed to trigger at the same time.

ive tried that and it seriously messes with collision detection (especially while the object is animating).
« Last Edit: May 15, 2010, 06:58:35 pm by Nuke »
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Offline FUBAR-BDHR

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Re: Animation Code woes
When you tried it was it with subobjects that were always withing the bounding box of one of the detail levels (detail0, detial1, etc)?  If at anytime during the rotation a subobject moves outside that box it may loose collision detection.  Kind of a keep all hands and feet inside during the ride.
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Offline Nuke

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Re: Animation Code woes
thats about where it screws up. there is currently no way to fix the model bounding boxes without several very dirty model hacks (fantom objects, ect). its one of the many reasons i want to see in-model subobjects, subsystems and turrets replaced with external models, so they can be transformed, rendered, collided, and loded entirely independant of its parent (and fixing a long list of problems with the way subobjects are handled). of course that still doesnt fix the actual problem, i merely works around it.

were trying to use 2010 polycounts with a 1998 model format and 1998 collision detection code, and thats the real issue. turrets in retail were noting more than decorated 12 poly cubes and were trying to use that same system with 400 poly turrets with holes and sobobjects that can be rotated on a modders whim. many clever modders have come up with workarounds to fix some collision issues, but i consider these interim solutions. they just trick the engine into thinking an object is bigger than it actually is. this only causes the engine to dive into the collision code in places it doesnt need to. what we need is smarter collision code.
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Offline Wanderer

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Re: Animation Code woes
Please check if my patch helped with the problems. Also it would be nice if people reported if it broke something...
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Offline Aardwolf

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Re: Animation Code woes
Please check if my patch helped with the problems. Also it would be nice if people reported if it broke something...

Nice and bad at the same time, you mean.