Author Topic: Animation code questions  (Read 2799 times)

0 Members and 1 Guest are viewing this topic.

Offline --Steve-O--

  • 28
  • I might be the last man on earth to use TS3.2
Animation code questions
i am making a fighter with a nasty beam cannon that has animated subobjects.
example. when you select the cannons gun bank, the physical part of the model opens up several vent panels at about 30 degrees angle, and when not selected the panels close.
will the animation code work for this...if not is there a way around it?
here's some screenies to give you all an idea. the model is not done yet by any stretch, still rough.



and does anybody have a snippet of a tabled door animation i can take a look at? i'm trying to tidy up that cap for release in bettween.

oh and do you have to set the sub object rotation in PCS or does the Ani code take care of that on its own?
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 

Offline Colonol Dekker

  • HLP is my mistress
  • 213
  • Aken Tigh Dekker- you've probably heard me
    • My old squad sub-domain
Re: Animation code questions
I believe its part of te pof and table combined. Nuke would be the one to ask i think he's had success with flappy ships that open when you hit the afterburners, :nod:
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
NEWGROUNDS COMEDY GOLD, UPDATED DAILY
http://badges.steamprofile.com/profile/default/steam/76561198011784807.png

 

Offline --Steve-O--

  • 28
  • I might be the last man on earth to use TS3.2
Re: Animation code questions
afterburner flaps and junk.....hmmm
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 

Offline DaBrain

  • Screensniper
  • 212
    • Shadows of Lylat board
Re: Animation code questions
http://youtube.com/watch?v=5pGoioPDIKM

It works. ;)


Anyway, everything linked to the animated part will move with it. (With the parent objcect.)
--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Offline --Steve-O--

  • 28
  • I might be the last man on earth to use TS3.2
Re: Animation code questions
awsome! dude, where do you find those weapon and explosion effects? those are amazing!
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 

Offline DaBrain

  • Screensniper
  • 212
    • Shadows of Lylat board
Re: Animation code questions
I made them... :nervous:
--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
Re: Animation code questions
see the chimera in nukemod

and you want to see total animation mayhem, wait till i finish vulture v3. eventually
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

  

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Re: Animation code questions
http://www.hard-light.net/wiki/index.php/Animation_Code

You do not have to define the rotation in pof file.. However you must define the center of rotation for the submodels before conversion. Also IIRC animated objects have to be true subsystems or else they will not work (at least they had to have hitpoints).
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline --Steve-O--

  • 28
  • I might be the last man on earth to use TS3.2
Re: Animation code questions
i cant get these frigin doors to work. the fighters launch and the doors stay closed
here is my data. i'm guessing i've got something wrong...i cant pin it.


--PCS Entry--

select subobject 073 (Door01)
model name: Door01
movement type: rotation around axis
movement axis: X axis
properties:
 $special=subsystem
 $name=Door01
 $rotate=-8
 $fov=360

(note: door02 has same info)

--TABLE ENTRY--

$subsystem: Door01
$animation: triggered
$type: door
 +delay: 10
 +reverse_delay: 10
 +relative_angle: 90,0,0
 +velocity: 40,40,0
 +acceleration: 40,30,0
 +time: 4000
$subsystem: door02
$animation: triggered
$type: door
 +delay: 10
 +reverse_delay: 10
 +relative_angle: 90,0,0
 +velocity: 40,40,0
 +acceleration: 40,30,0
 +time: 2000
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 

Offline --Steve-O--

  • 28
  • I might be the last man on earth to use TS3.2
Re: Animation code questions
i took a look at nukes Rumrunner and literaly copy pasted the data in both pcs and table and simply adjusted the relative angle and still nothing.
Do i need to bump up the build of the game? i'm running the latest of SCP 3.6.9.
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Re: Animation code questions
when you select the cannons gun bank, the physical part of the model opens up several vent panels at about 30 degrees angle, and when not selected the panels close.

that is EXACLY how it should work.

anyway to your problems, I think you don't have the model configured properly, there is (or was) a specal entree you needed in the submodel properties, also
"$rotate=-8
 $fov=360"

it might be a problem with the trigger it'self, try hooking the animation to something else and see if it works, I seem to recall there beeing a problem with door animations, something like them getting commented out at some point and nobody remembering to uncoment them, and then me fixing that and then all my changes getting reverted a month later.
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 --Steve-O--

  • 28
  • I might be the last man on earth to use TS3.2
Re: Animation code questions
well i got the launch bay doors to work, kinda... they open during launch but never close even with +reverse delay set. is this normal?
anyways im getting closer to having to apply this tricky litte code to a fighter. should be fun...right?
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 

Offline asyikarea51

  • 210
  • -__-||
Re: Animation code questions
Pardon me for asking all of a sudden, just that DaBrain's YT clip has got me curious.

Anybody played Doom 3 and seen the BFG9K? When the charge is at an early stage, the front part of the weapon opens up a bit. When it's charging up to the safe limit, it opens up more. When it's JUST about to detonate because of overcharging, it opens up all the way.

Or something like that IIRC.

Is a... "multi-stage" animation like that possible in FS?

:)

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Re: Animation code questions
you can have mutable animations on a model tied to the same trigger but with a different delay, this can allow for something you could describe as a multi-stage animation.
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