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Re: Easy animations
[Re: 3run]
#327182
06/04/10 22:36
06/04/10 22:36
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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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!
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Re: Easy animations
[Re: 3run]
#327192
06/05/10 00:02
06/05/10 00:02
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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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: 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.
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Re: Easy animations
[Re: 3run]
#327195
06/05/10 02:01
06/05/10 02:01
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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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!
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Re: Easy animations
[Re: vaio]
#327237
06/05/10 12:01
06/05/10 12:01
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Joined: Aug 2000
Posts: 1,141 Baunatal, Germany
Tobias

Moderator
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Moderator
Joined: Aug 2000
Posts: 1,141
Baunatal, Germany
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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?
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