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Animations #121946
04/07/07 08:28
04/07/07 08:28
Joined: Aug 2004
Posts: 137
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foodstamp Offline OP
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foodstamp  Offline OP
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Joined: Aug 2004
Posts: 137
Following the manual I do everything correct as it says. But when I goto see my animation nothing happens. If I move the animation bar manually you can see the bone move and thats it

Quote:

Similar to recording a frame animation. Click the [Animate] button to switch from bones placement to bones animation mode. Add a frame as usual with Edit/Add New Frame. Activate [Use Bones Animation]. Now select a bone by clicking it's hinge point. You can move or rotate the bone to it's desired position, as described in Creation of bones. When finished, add the next frame. For replay, you can toggle between replaying a normal frame animation, and a bones animation, with the [Use Bone Animation] button.






Re: Animations [Re: foodstamp] #121947
04/07/07 11:25
04/07/07 11:25
Joined: Dec 2005
Posts: 414
Munich, Germany
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Robotronic Offline
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Robotronic  Offline
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Joined: Dec 2005
Posts: 414
Munich, Germany
Hi!
If you have applied the vertices to the bones, you have to leave the "Apply Vertices Mode" (click on the little button with the corresponding tooltip at the lower toolbar.
Now the mesh should be no longer colored in blue.
After this - if not already done, you have to create frames (with the Frame Manager (Edit >> Manage Frames)) and then hit the Animate Button. Now you can rotate the bones and the vertices should follow ...

Re: Animations [Re: Robotronic] #121948
04/07/07 19:30
04/07/07 19:30
Joined: Aug 2004
Posts: 137
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foodstamp Offline OP
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foodstamp  Offline OP
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Posts: 137
Thanks again Robo, now i just gotta figure out how to keep skin from stretching

Re: Animations [Re: foodstamp] #121949
04/08/07 02:01
04/08/07 02:01
Joined: Aug 2004
Posts: 137
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foodstamp Offline OP
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foodstamp  Offline OP
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Posts: 137
Quote:

In order for the template functions to properly animate your animation cycles you need to label each frame of animation in that cycle by the name of the state: ‘stand’, ‘walk’, ‘run’, ‘duck’, ‘crawl’, ‘jump’, ‘swim’, ‘attack’, or ‘death’, plus a frame number (starting from 0).





OK got that worked out. Now when i do the engine preview the model dont have no animations. Nor do I have animations in the engine either.

EDIT: I might also add that in the engine you can see the polygons. but in wed or med you dont see them.



Last edited by foodstamp; 04/08/07 02:12.
Re: Animations [Re: foodstamp] #121950
04/08/07 17:37
04/08/07 17:37
Joined: Dec 2005
Posts: 414
Munich, Germany
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Robotronic Offline
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Robotronic  Offline
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Posts: 414
Munich, Germany
About no animations in the engine: Maybe a stupid question, but do you have code for the entity? Are you using the templates?
Without code there won´t be animations.

Here is a simple example action for testing the stand animation:

action bobby
{
var animpercent;
while(1)
{
ent_animate(my, "stand", animpercent, anm_cycle);
animpercent+= 0.75 * time;
wait(1);
}
}

The picture on the left looks strange. Did you import this model from a different tool? Are you using a special material setting or .fx file? As if there is no gouraud shading ...
Make sure, that vertices, that share a common edge are merged.
You can use the Mesh Tester tool in MED in order to find out, where the mesh is open.
If it´s open somewhere, you can select all vertices and hit the merge button.
I would recommend, to do this with a copy of the original file


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