Author Topic: Animation Help Requested: KVFr Margay  (Read 5831 times)

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Offline Kieve

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Animation Help Requested: KVFr Margay
KVFr Margay - Light Freighter

Designed with roughly the same function as the Poseidon, the Margay is intended to transport a single A09 or A17t container. Other screens here, although the TX'ing has progressed considerably since then.

So, now that you know how pretty it is... ;) A bit of help from those wiser than I?

The docking arms are set up as separate sub-objects, and their pivot point is arranged appropriately so that a thirty-degree rotation around the Z axis (Y, if you follow PCS's skewed frustrum) will open/close each arm. After reviewing the animation code wiki, however... well, it didn't explain enough of what I needed to know - namely, how to get it to work. All attempts to fire up FS2 or FRED with the anims in place resulted in errors and much whining on the part of the programs. Followed by foul language on my part. *dry chuckle*

I've included the Margay's table here - you might note the docking arm subsystems and their anims have been commented-out so I could see it and test it in-game - it also docks a bit weird with the containers, but I'll leave that problem for later.

Code: [Select]
;;=============================================================

$Name:                      KVFr Margay
$Short name: KVFreightSm
$Species:                    Kh'aj
+Tech Description:
XSTR(" ", 3040)
$end_multi_text
$POF file:                      kvfr_margay.pof
$Detail distance:        (0, 140, 400, 1300)
$Show damage:            YES
$Density:                       1
$Damp:                          0.2
$Rotdamp:                       0.7
$Max Velocity:          0.0, 0.0, 50.0
$Rotation time:          15.0, 15.0, 15.0
$Rear Velocity:          0.0
$Forward accel:          4.0
$Forward decel:          1.0
$Slide accel:            0.0
$Slide decel:            0.0
$Expl inner rad:        50.0
$Expl outer rad:        100.0
$Expl damage:            50.0
$Expl blast:            500.0
$Expl Propagates:        NO
$Shockwave Speed:        0.0
$Default PBanks:        ()
$Default SBanks:        ()
$SBank Capacity:        ()
$Shields:                       0
$Power Output:          30.0
$Max Oclk Speed:        60.0
$Max Weapon Eng:        0.0
$Hitpoints:                     2800
$Flags:                         ( "freighter" "in tech database")
$AI Class:                      Captain
$Afterburner:            NO
$Countermeasures:        0
$Scan time:              2000
$EngineSnd: 128
$Closeup_pos:            0.0, -4.0, -75
$Closeup_zoom:          0.6
$Score: 15
$Subsystem:                     turret00,1,1.0
$Default PBanks:        ( "Mirage XR" )
$Subsystem:                     turret01,1,1.0
$Default PBanks:        ( "Mirage XR" )
$Subsystem:                     turret02,1,1.0
$Default PBanks:        ( "Mirage XR" )
$Subsystem:                     turret03,1,1.0
$Default PBanks:        ( "CEPA-TG30" )
$Subsystem:                     turret04,1,1.0
$Default PBanks:        ( "CEPA-TG30" )
;;$Subsystem: docking arm-0
;; $animation: triggered
;; $type: docking
;; +delay: 0
;; +relative angle: 0, 0, -30
;; $animation: triggered
;; $type: docked
;; +delay: 0
;; +relative angle: 0, 0, 30
;;$Subsystem: docking arm-1
;; $animation: triggered
;; $type: docking
;; +delay: 0
;; +relative angle: 0, 0, -30
;; $animation: triggered
;; $type: docked
;; +delay: 0
;; +relative angle: 0, 0, 30
$Subsystem:                     communication, 10, 0.0
$Subsystem:                     navigation, 5, 0.0
$Subsystem:                     weapons, 20, 0.0
$Subsystem:                     sensors, 10, 0.0
$Subsystem:                     engine00, 30, 0.0
$Subsystem:                     engine01, 30, 0.0
$Subsystem:                     engine02, 30, 0.0

;;=============================================================

This is how it's supposed to work:


1- Margay's default is arms straight-out
2- before docking, arms rotate 30 degrees outward
3- dock, then arms lock back into place
4- for undocking, reverse the order.

I understand this may be a bit complex, so if I have to start with the arms 30-out and just lock 'em in after docking, that's okay - as long as someone can help me get the anim code working.
(and yes, I know what I have up there is broken - FRED whined about a +delay tag, so I added one - then it kept whining, so I commented everything)
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Offline Snail

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Re: Animation Help Requested: KVFr Margay
Can't you just do that in modelview?

 

Offline Kieve

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Re: Animation Help Requested: KVFr Margay
I don't really know how to use modelview... :confused:
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Offline Snail

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Re: Animation Help Requested: KVFr Margay
Open the POF editor, select the submodels tag and select rotate, then choose which axis, etc. etc. But I don't know if it actually moves in game...... :nervous:

 

Offline Kieve

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Re: Animation Help Requested: KVFr Margay
??? I don't think that's quite what I'm after. What I need to knwo is, how do I use this to move the arms while docking?

[edit] Definitely not what I'm after. I tried that and it made the arm twirl constantly. Radar dish movement - good for radars, bad for docking arms. ;) Thanks anyway though.
« Last Edit: January 03, 2007, 12:53:28 am by Kieve »
MechaSentient
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Sometimes, they upgrade.
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Re: Animation Help Requested: KVFr Margay
Most likely, ignore me. I know nothing of what I'm attempting to reason out. Maybe I'll hit something, but I doubt it.

You'd use the docking or the scripted animation type, right? And through that, could you just set it like the barrels of a gun? Like ...you know how they move and track their target? Could you, somehow, manipulate the code to have it do that kind of thing, just without a target, and go out to a certain angle?

 

Offline Kieve

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Re: Animation Help Requested: KVFr Margay
That's a theory I suppose, but...

How?
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Re: Animation Help Requested: KVFr Margay
hey kiev, forgive me if i'm wrong, but did you make the Tigris class? 'cause i was thinking its 'big brother' you mentioned could be named the euphrates!
Sig nuked! New one coming soon!

 

Offline Axem

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Re: Animation Help Requested: KVFr Margay
Well there's a few things that I see wrong with it right now.

First, the arms will need to rotate on the y-axis. If its on the z-axis the arms will just bank.

Second, there aren't any +velocity:, +acceleration:, or +time fields. Velocity and acceleration are pretty self explanatory. Time is an optional field I think. For some triggers it'll be how long until the animation resets. So try adding the velocity and acceleration fields. They're just like the relative angle field, they'll need values for x, y, z axes.

 

Offline Bobboau

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Re: Animation Help Requested: KVFr Margay
time is optional and has no actual effect on the animation it'self, it is used for gameplay effects, for example, you have an animation that opens gun ports, you specify time and it won't let you fire untill after that delay.

ok looking at that table you seem to be on the right track, but you are missing a few things

first off you will probly want to change
   +relative angle:   0, 0, -30,   10,   0.0
to
   +relative angle:   0, -30, 0
//and on the closeing animation too
second as said you need
+velocity: 0, 10, 0
and
+acceleration: 0,10,0
(the numbers I used there were just arbitrary, you'll probly want to tewak them once you get this working)

another thing I notice is your sybsystem tag is missing some stuff
$Subsystem:         docking arm-1
should be
$Subsystem:         docking arm-1, 10.0, 0.0
those numbers are important, the first one is how much percentage of the hull it's hitpoints are, the second one pertains to turrets, but the parser still expects it to be there (and while we are on the subject you shouldn't use 100% or more of the hull it suposedly causes problems and a debug build will ***** at you about it)

in the subobject properties make sure it has the two following lines
$special=subsystem
$triggered:

once you've done all that, if it still doesn't work mention what errors it gives you, because those error mesages are designed to help you track down what is going wrong, so mentioning what they are is sort of usefull to soeone trying to bug hunt your model..
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Offline Kieve

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Re: Animation Help Requested: KVFr Margay
Thanks! Bit late today for me to be trying that, but I'll definitely make the attempt tomorrow morning [daylight] and let you know. ;)

[edit] Yes, Titan, the KVF Tigris is mine. And don't think the idea hadn't occured to me  :nervous: Doesn't exactly fit with the naming conventions I've been using for the rest of the KV fleet though...
« Last Edit: January 04, 2007, 12:48:13 am by Kieve »
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Offline Kieve

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Re: Animation Help Requested: KVFr Margay
If I get this working, is it alright if I add it to the Wiki entry? The example there isn't very helpful on non-turret applications.
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Offline Kieve

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Re: Animation Help Requested: KVFr Margay
I get two types of errors related to the Margay (and a few regarding my weapons table I didn't know about before, but whatever)...




The errors repeat for both arms, naturally. I've checked PCS- "docking arm-1" and "-0" are the exact names, and they're definitely part of the model, linked to detail-0.
No gripes about the Margay's table, so I assume what I have now is correct (or at least partly so):
Code: [Select]
$Subsystem: docking arm-0, 30, 5.0
$animation: triggered
$type: docking
+delay: 0
+relative_angle: 0,-30,0
+velocity: 0,5,0
+acceleration: 0,5,0
;; $animation: triggered
;; $type: docked
;; +delay: 0
;; +relative angle: 0, 0, 30
$Subsystem: docking arm-1, 30, 5.0
$animation: triggered
$type: docking
+delay: 0
+relative_angle: 0,-30,0
+velocity: 0,5,0
+acceleration: 0,5,0
;; $animation: triggered
;; $type: docked
;; +delay: 0
;; +relative angle: 0, 0, 30
Haven't tried the second set of anims yet, as I want to know the first will function before I go mucking about any more. Also of note, it's "+relative_angle: #,#,#" not "+relative angle:"

Damn underscore.

Could it be that I'm not allowed to space "docking arm"? And on a PCS note, if I add a $Name tag to the docking arms, will that affect the table, or just what I see in-game if I try to target the arms?
« Last Edit: January 04, 2007, 01:52:47 am by Kieve »
MechaSentient
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Offline Bobboau

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Re: Animation Help Requested: KVFr Margay
the name tag in the submodel properties won't effect anything important. just looking at it that nothing jumps out at me as being wrong. if you can post your wip model and tbm (includeing the cargo pod if possable) I might be able to find out what's wrong.
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Re: Animation Help Requested: KVFr Margay
Thanks! Bit late today for me to be trying that, but I'll definitely make the attempt tomorrow morning [daylight] and let you know. ;)

[edit] Yes, Titan, the KVF Tigris is mine. And don't think the idea hadn't occured to me  :nervous: Doesn't exactly fit with the naming conventions I've been using for the rest of the KV fleet though...


i just recently realized that the TIGRIS wasn't like TIGER, it was one of the rivers in the fertile crescent. i just learned that in social studies.    :nervous:
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Offline Kieve

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Re: Animation Help Requested: KVFr Margay
Yep, supposedly the original cradle of civilization. Sumarians, I believe it was? *shrug* It's one of those "one-off" things.

As requested Bob, here are the models. The A09 and A17t are almost identical, aside from the 17's armored edges, so if you find you need to fix any problems with the cargo, please post the corrected .pof back for me? :)

[attachment deleted by admin]
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Offline Bobboau

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Re: Animation Help Requested: KVFr Margay
wait a sec... someone commented out the code...
I have to go... I have to go post something, somewere...
Bobboau, bringing you products that work... in theory
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DEUTERONOMY 22:11
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Offline Bobboau

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Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Kieve

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Re: Animation Help Requested: KVFr Margay
Unfortunately, the only noticeable difference is that now FS2 crashes. >.<; Before, the debug would complain, then run, and the arms would stay locked in place...
MechaSentient
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Offline Bobboau

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Re: Animation Help Requested: KVFr Margay
well I found that the four lines needed for the docking animation have been commented out for a while, so none of the regular builds are going to work, apparently you are the first person in like a year to try and use this.
ok, if it just crashed without giving any error (which is weird because it's a debug build) try to find your fs.log and attach it, there might be some information in there.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together