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Re: Easy animations [Re: 3run] #327149
06/04/10 20:02
06/04/10 20:02
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline OP
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3run  Offline OP
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Caucasus
Take a look at the players feet...


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Re: Easy animations [Re: 3run] #327182
06/04/10 22:36
06/04/10 22:36
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
The current system is already very comprehensive. What would you have instead? While I can get what you were going for in your first post, it wouldn't actually work if you were mixing multiple animations.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Easy animations [Re: JibbSmart] #327187
06/04/10 23:14
06/04/10 23:14
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline OP
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3run  Offline OP
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Joined: May 2009
Posts: 5,377
Caucasus
No, you can't understand at all, what I'm asking for... look at the videos I poster before, first one works with ent_animate and second works with ent_blend. Second one is very good looking, but it is not that easy to use it as the first one! All I wanted to is, to ask conitec to change ent_animate, and add to it smooth transition between animations, that way it will be mush easier and faster to animate entities! And why no one is answering to the vaio's question? I guess be cause he is right!


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Re: Easy animations [Re: 3run] #327192
06/05/10 00:02
06/05/10 00:02
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
What I've seen in the video that vaio posted, that is already possible within GS, but it is different to what you were asking for.

You are blending the animations of the whole body, in the video of vaio there is the combination of animations of different parts of the body and adding angles and/or directions to some of the bones.

In the video that you posted in one of your last posts the blending from run to stand should be faster, that's all that you can do with this sort of 'full body animation blending'.

I understand your request, though.
I guess a function where simply put in the percent of the last animation could make sense, because most of the time, one needs blending from the last animation to the current animation. Maybe, additionally the function needs the animation speed of the last animation sequence as well.
Then the function would look like this:

Quote:
ent_anim_blend(my, current_anim, current_anims_speed, ANM_CYCLE, anim_blend_percent, last_anims_speed);


Probably, one could build such function from Rei Ayanami's, I didn't have a close look.

Re: Easy animations [Re: Pappenheimer] #327194
06/05/10 00:22
06/05/10 00:22
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline OP
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3run  Offline OP
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Yes, thats what I'm asking for. Using ent_blend is not that easy as ent_animate, but it looks smoother and much better. So why there is no simple function that will be used same and easy as ent_animate, but result will look solid as ent_blend? I hope that conitec will add such function soon...


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Re: Easy animations [Re: 3run] #327195
06/05/10 02:01
06/05/10 02:01
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Yes, and I understood perfectly. What I'm saying is that such a function is only useful between two animations. Sorry I wasn't very clear at all.

Often bones animation is a mixture of many animations (such as in vaio's example), but this only works if you reset the bones at the beginning of every frame, and so adding the extra parameter into ent_animate wouldn't have a previous animation to blend with.

I hope that makes sense.

Basically, you're asking for a very specific function, and as far as I can tell Rei has shown you how to do it. And like Pappenheimer says, what you're asking and vaio's example are two very different things.

And yes, what vaio is asking can be done in GS.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Easy animations [Re: JibbSmart] #327196
06/05/10 02:42
06/05/10 02:42
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline OP
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3run  Offline OP
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Joined: May 2009
Posts: 5,377
Caucasus
But an example which Rei made is not perfect, watch this video:
http://www.youtube.com/watch?v=HkI8GDqLdp0


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Re: Easy animations [Re: vaio] #327237
06/05/10 12:01
06/05/10 12:01
Joined: Aug 2000
Posts: 1,141
Baunatal, Germany
Tobias Offline

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Tobias  Offline

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Joined: Aug 2000
Posts: 1,141
Baunatal, Germany
3run: Why are you asking here at all when you don't even read the answers?

Gamestudio already has all that you will ever need for animation, the only restriction is the model you are using, or your script. There are only two functions that you ever need, ent_animate for animation and ent_blendpose for blending. Both work perfect and both are explained with examples in the manual and tutorial.

You can get any possible animation, combination or blending with just those two functions. I can not see how it would be made any easier with other functions.

Pseudocode:

// walk animation
my.pose = 1;
ent_animate(me,"walk",....)

// stand animation
my.pose = 2;
ent_animate(me,"stand",....)

// blending walk + stand
ent_blendpose(me,1,2,blendfactor);

When your entity goes from walk to stand, just let the blendfactor run from 0 to 100. This is as simple as it gets and you have full control over everything. When you cant do that, how will you ever learn to script a full game?

Re: Easy animations [Re: Tobias] #327239
06/05/10 12:04
06/05/10 12:04
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Yes, I am tired of explaining it!

You don't even try to change parts of my code ...


What do you want to do if you want an AI ? Are you going to ask for an AI -Function?

Re: Easy animations [Re: Rei_Ayanami] #327241
06/05/10 12:15
06/05/10 12:15
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
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Happy Birthday Widi  Offline
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Joined: Aug 2007
Posts: 1,922
Schweiz
Now comes a answer for sure with "But..."

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