Author Topic: Bob's submodelAnimation trickery build  (Read 4531 times)

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Offline Roanoke

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Bob's submodelAnimation trickery build
Can someone point me towards this (I think Nuke has been playing with it) ?

I'm experimenting with non spaceship vehicles and objects (try to explain that one why don't ya ?!)

Can't find any of the release threads anywhere.

Ta.

 

Offline Nuke

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Bob's submodelAnimation trickery build
this thread gives you the original instructions but theres been a new flag added sence then. this thread should cover that. also for future referance  this thread  covers show weapon support. i intend to add this all to the wiki once some more offitial builds come out. as far as i know bob's code is still in an experimental state and is subject to change.
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Offline Roanoke

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Bob's submodelAnimation trickery build
Thanks man :yes:

 

Offline Bobboau

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Bob's submodelAnimation trickery build
it is in CVS all builds relesed in the last few weeks should have it in, the only animation trigger implemented that I think is in a final state is the select weapon bank one. and the specifications are still subject to change, though it is unlikely that there will be signifigant changes.
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Offline Starman01

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Bob's submodelAnimation trickery build
So does that mean, that we can already correct the position of the turret-arms in the newest builds, or is this the one thing you mentioned ?
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Offline StratComm

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Bob's submodelAnimation trickery build
Quote
Originally posted by Bobboau
it is in CVS all builds relesed in the last few weeks should have it in, the only animation trigger implemented that I think is in a final state is the select weapon bank one. and the specifications are still subject to change, though it is unlikely that there will be signifigant changes.


Does this mean we're stuck with "relitive" ? :p

(Jokingly of course, I know there was discussion about it being fixed.  And I've yet to get to trying it.)
« Last Edit: March 07, 2005, 01:16:14 pm by 570 »
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Bobboau

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Bob's submodelAnimation trickery build
hmm actualy I'm not sure if I did fix that... I was going to, well if I don't I'm sure the gramer inquisition will shortly.
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Offline FireCrack

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Bob's submodelAnimation trickery build
Quote
Originally posted by Bobboau
Hmm, actualy I'm not sure if I fixed that, I was going to. Well if I don't I'm sure that the grammar inquisition will shortly.
actualy, mabye not.
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Offline Bobboau

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Bob's submodelAnimation trickery build
...

fcuk u ...

:)
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Offline Bobboau

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Bob's submodelAnimation trickery build
"relative" is the coect spelling, yes?
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learn to use PCS
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Offline FireCrack

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Bob's submodelAnimation trickery build
Yes it is, but it's the first word in your sentance and should be capitalised.
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 

Offline StratComm

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Bob's submodelAnimation trickery build
Yes, "relative" is correct.  I have been meaning to add this to tables for my stuff, but was sort of waiting until this got fixed.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Col. Fishguts

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Bob's submodelAnimation trickery build
Quote
Originally posted by Starman01
So does that mean, that we can already correct the position of the turret-arms in the newest builds, or is this the one thing you mentioned ?


I'd like to know that too. If yes...how is it done ?
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Offline StratComm

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Bob's submodelAnimation trickery build
Actually some of the current builds are defaulting forwards, which is cool.  For the rest, that's what the "relitlve" comment is about.  If it's now been fixed, then you simply add a couple of lines to the turret entry in ships.tbl.  Damned if I can find what those lines are though.

EDIT: And I did.  It's still beta, so it could change, but any animation-enabled build should support this:
Code: [Select]
$Subsystem: Turret01-base,1,1.0
$Default PBanks: ( "Buckshot" )
$animation=triggered
$type="inital"
+relative_angle: 90,180,0


Ok, I lied.  Any build would support it if you intentionally misspell relative.  This was just fixed I think, but isn't in any of the builds up for download.
« Last Edit: March 08, 2005, 02:59:50 am by 570 »
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
Bob's submodelAnimation trickery build
So all this animation code is still restriced to only rotational movement? I've searched through a bunch of threads on this topic and all I see are references to rotational movement.

Instead of placing a subobjects pivot point kilometers away to fake non-rotational movement, is there a "relative position" flag that I'm not seeing for this? All I want is to retract or extend the landing pods for the Galactica.

 

Offline aldo_14

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Bob's submodelAnimation trickery build
Quote
Originally posted by FireCrack

Hmm, actually I'm not sure if I fixed that, I was going to. Well, if I don't, I'm sure that the grammar inquisition will shortly.


:p

@Omni; I think Bob talked about implementing translation, but I don't know if any work on that is done yet.

 

Offline Roanoke

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Bob's submodelAnimation trickery build
I realised I'm gonna need multi-ship docking so I may not use this for my little pet project afterall.

 

Offline redmenace

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Bob's submodelAnimation trickery build
Also the website, when I have time is updated and giant spirts. There are alot of archived builds there listed according to date and Poster.
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Offline Trivial Psychic

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Bob's submodelAnimation trickery build
Quote
Originally posted by Omniscaper
So all this animation code is still restriced to only rotational movement? I've searched through a bunch of threads on this topic and all I see are references to rotational movement.

Instead of placing a subobjects pivot point kilometers away to fake non-rotational movement, is there a "relative position" flag that I'm not seeing for this? All I want is to retract or extend the landing pods for the Galactica.


Here's a possibility that came to mind a few weeks ago.  Perhaps any lateral struts could be zig-zagged to fake translation.  I'll try to give a crude example using characters:

/\/\/\/\/\/\/\/\/\/\/\

It should look like this when the pods are extended.  At the crest and pit of each /\/\ is a rotation point.  They would all be triggered at the same time when you want to retract the pods.

||||||||||||

When retracted, all the lines are parallel and take up less space.  You might also be able to have a series of pannels attached to the pivot points so it can't be seen from the outside.  When the retraction is triggered, both the covering pannels and the pods should appear to be moving laterally, and compressing.

So, in your expert modling opinion, is this a solution to your problem?
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Offline StratComm

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Bob's submodelAnimation trickery build
You're going to blow your subsystem-per-mission limit extremely quickly implimenting it like that.  Bad idea.
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Last edited by StratComm on 08-23-2027 at 08:34 PM