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[Feature Request] Playing animations from another mdl7
#289302
09/11/09 17:09
09/11/09 17:09
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Joined: Oct 2007
Posts: 5,210 Ä°stanbul, Turkey
Quad
OP
Senior Expert
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OP
Senior Expert
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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So i am making a "real" game for the first time.
Animations and the mdl7 is all fine but i have around 24 diffrent character models using same skeleton(bone names, skeleton structure etc are all same).
And then i have some animations, diffrent walkcycles, action animations etc. there are(will be) like 120 animation sequences. All sequences are using same bones and skeleton with the models too.
Now what i would like to do is being able to play this animations on model files. Let me explain:
the character model is a mdl7(girl_a.mdl) file that includes model mesh,skin,sekeleton and "only" one default pose frame.
say, i have another mdl7(walk_shared.mdl) with no mesh,no skins, only bones and animation frames. lets say i have 300 frames and 3 animations like: 1-100 walk_slow , 101-200 walk_fast, 201-300 walk_run
now what i would like to do is use that animation mdl7 on the model mdl7 like:
ent_animate2(me,"walk_shared.mdl","walk_fast",percentage,ANM_CYCLE);//or whatever funciton name you like
i have files that only has one sequence and some files has 10 sequences.(i guess even animating only one model (girl_a) and be able to use girl_a's frames on girl_b,girl_c can be acieved using same function)
i guess that would be a lot usefull to the MMO project too.
Regards, Quadraxas.
Last edited by Quadraxas; 09/11/09 17:11.
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Re: [Feature Request] Playing animations from another mdl7
[Re: Quad]
#289303
09/11/09 17:19
09/11/09 17:19
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,930
Austria
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It would be even better if the animations are stored in a seperate file (*.ani7 for example). Btw. this was already discussed in the past...
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Re: [Feature Request] Playing animations from another mdl7
[Re: darkinferno]
#289340
09/12/09 00:47
09/12/09 00:47
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Joined: Aug 2008
Posts: 133 Sweden, Stockholm
Enduriel
Member
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Member
Joined: Aug 2008
Posts: 133
Sweden, Stockholm
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but ummm... couldnt you just export the bones animations to a text file then re import it for each model, thats what i do that will not skin it though afaik, what quadraxas wants is unanimated bones on each players but skinned. then the animation will be done by reading a different file which has all the animation sequences. This is good because you don't store the animations for each and every single character. This is pretty much how other major games companies are doing it aswell. it's like inheritance/derive in programming. The character models inherit/derive the animation from a different file, and the inheritance will happen by having the same name/structure on the bones. This is also good for different type of characters (tall/short/wide) since they will all work.
Last edited by Enduriel; 09/12/09 00:51.
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