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combining different animations #128635
05/08/07 14:56
05/08/07 14:56
Joined: May 2007
Posts: 16
At the Gates of Midian
Illegitima Offline OP
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Illegitima  Offline OP
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At the Gates of Midian
Hello there,
I am new to this forum and to Gamestudio as well. Now I have a serious problem and couldn't find the answer in the help files. So, to make the long story short, I had a partially animated character. It had body movements animated, but no mouth animation. So what I did, I animated separately the speaking for the head. My question is - how can I have a combination of the walking cycle (for the body) and the speaking (for the head) at the same time? Or in other words, how can I use animation layers and combine them?

This has been a big issue in my work, so I'd really appreciate it if you help me.

Thanks in advance.

Re: combining different animations [Re: Illegitima] #128636
05/08/07 17:20
05/08/07 17:20
Joined: Oct 2005
Posts: 196
ambe Offline
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bones ?


- code monkey
Re: combining different animations [Re: ambe] #128637
05/08/07 18:35
05/08/07 18:35
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Posts: 776
Poor village - Poland ;)
write ent_animate in F1 help


Never say never.
Re: combining different animations [Re: ambe] #128638
05/08/07 19:44
05/08/07 19:44
Joined: May 2007
Posts: 16
At the Gates of Midian
Illegitima Offline OP
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Illegitima  Offline OP
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At the Gates of Midian
Well I don't really know. It was bone animation in Max, but I guess when imported in 3DGS it's converted to vertex, because I don't see any bones there.
To be honest, still can't get used to the interface and tools...

//
I'll see in the help about the ent_animate. I thought this should have been possible to be done using the GUI.

Re: combining different animations [Re: Illegitima] #128639
05/09/07 02:37
05/09/07 02:37
Joined: May 2007
Posts: 16
At the Gates of Midian
Illegitima Offline OP
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Illegitima  Offline OP
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At the Gates of Midian
It's vertex animation. I read the help for ent_animate and all of the examples are for bone animations as far as I saw. Is it possible to simultaneously to play two different key frame's ranges in case of having vertex animation?

Example: mouth01 - 1-6 (frames)
and
walk07 - 30-39 (frames)
*at the same time.

I hope you get what I mean.
I'd be grateful for your further comments.

Re: combining different animations [Re: Illegitima] #128640
05/09/07 09:19
05/09/07 09:19
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
nope. afraid not. i would've thought there would be a way to export bones animation from max?

another funky idea is, if you know u are never going to have more than 8 of that one model existing (8 is just an example number) you could have 8 frames of idle pose. assign each character that uses that model a different number between 1-8 (in a skill or something) and use vec_for_mesh and vec_to_mesh with the various frames to edit that corresponding idle-frame number. if each one doesn't use a different idle frame, they would all affect each other.

that's just a basic idea, but it would be best to first find out if you can get bones out of max

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: combining different animations [Re: Illegitima] #128641
05/09/07 09:22
05/09/07 09:22
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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Poor village - Poland ;)
Try to named your frames and then use examples from help to combine animations. Just play 0-100% walk animation and f.e. 20-60% mounth animation.

define _mouth_speed,skill10;
define _walk_speed,skill11;
while(1)
{
clamp(my._mouth_speed,20,60); //talk animations 20-60%
my._mouth_speed += 1 *time_step;
my._walk_speed += 2 *time_step; //play with those speeds
ent_animate(me,NULL,0,0); //reset animation
ent_animate(me,"mouth",my._mouth_speed,anm_cycle); //add a bit to last frame
ent_animate(me,"walk",my._walk_speed,anm_cycle + anm_add);
wait(1);
}

But it's only sugestion... right know I don't have a vertex animation model to check this out. And no idea if this will work
Better idea is to import with bones from 3ds

Last edited by tompo; 05/09/07 09:24.

Never say never.
Re: combining different animations [Re: tompo] #128642
05/20/07 21:42
05/20/07 21:42
Joined: May 2007
Posts: 16
At the Gates of Midian
Illegitima Offline OP
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Illegitima  Offline OP
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At the Gates of Midian
Thank you all for the replies.
I finally managed to change the things directly in Max. (still can't export bones though).
This was the best way to fix the issue, but required additional knowledge, that I tried to avoid in the beginning.


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