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bone animation #270734
06/09/09 15:48
06/09/09 15:48
Joined: Jun 2008
Posts: 402
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sebbi91 Offline OP
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sebbi91  Offline OP
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is it possible to animate 2 different bones with different animations?

I know its possible to animate the model and change bone angles!
But is there a way to say the MOdel:
bone Arm_left ==animate "take weapon"
bone body ==animate "stand"
...

Thank you for your help ^^


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Re: bone animation [Re: sebbi91] #270737
06/09/09 15:56
06/09/09 15:56
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croman Offline
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maybe this code from example can help you out:
http://www.conitec.net/beta/aent_animate.htm



Ubi bene, ibi Patria.
Re: bone animation [Re: croman] #270751
06/09/09 17:48
06/09/09 17:48
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sebbi91 Offline OP
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sebbi91  Offline OP
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thank you very much ^^


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Re: bone animation [Re: sebbi91] #273323
06/22/09 13:55
06/22/09 13:55
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sebbi91 Offline OP
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sebbi91  Offline OP
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Arrggh ....
And how could i manage the Animation for every Bone?
I want to show 2 different Animations at the SAME time!
It means walking leg-!bones!, standing Breast-!bone!,punching hand-!bones!!

It should be possible to walk with the player and manage the Hand animations!


The code you give me is only a blend over from 1 Animation to an other!

Any Idea to give a bone an Animation!

!bone! Arm_left ==animate "take weapon"
!bone! body ==animate "stand"
!bone! head ==animate "look_angry"
!bone! legs==animate "walk"

Last edited by sebbi91; 06/22/09 13:55.

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Re: bone animation [Re: sebbi91] #273345
06/22/09 15:27
06/22/09 15:27
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sebbi91 Offline OP
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sebbi91  Offline OP
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I got informations about using ANM_ADD in my animations!
Now my script looks like this:

....
if(key_w==1)
{
ent_animate(me,"walk",walkvar,ANM_CYCLE);
walkvar+=3;
}

if(key_e==1)
{
ent_animate(me,"push",pushvar,ANM_ADD);
}
...



The problem is the player adds the new Animation Angles to the old one and so the Arms rotate not correctly!
They are now behind the player -.-

Any ideas?


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Re: bone animation [Re: sebbi91] #273349
06/22/09 15:48
06/22/09 15:48
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the_clown Offline
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Perform ent_bonereset before the second ent_animate, with the requested bone as parameter.

Re: bone animation [Re: the_clown] #273613
06/23/09 16:51
06/23/09 16:51
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sebbi91 Offline OP
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sebbi91  Offline OP
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thanks!
I got it working! ^^


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Re: bone animation [Re: sebbi91] #273614
06/23/09 16:52
06/23/09 16:52
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the_clown Offline
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Good.

Re: bone animation [Re: the_clown] #280630
07/23/09 16:53
07/23/09 16:53
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sebbi91 Offline OP
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sebbi91  Offline OP
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new problem!

I have an basic animation (stand) and to seperat animations(Left_hand && right_hand)

My Script works fine with one ANM_ADD animation but if I use 2 ANM_ADD Animations my Player spins his arms totally in the wrong position!
here a code snippet
Quote:


function arm_animation()
{
...
if(slot_active_p2==0&&slot1_lefthand_used_p2==1&&...)
{
if(arm_right_angle_p2.tilt>=0 && arm_left_angle_p2.tilt>=0)
{
ent_bonerotate(my,"arm_up_left",arm_right_angle_p2);
ent_bonerotate(my,"arm_up_right",arm_right_angle_p2);
arm_right_angle_p2.tilt-=30*time_step;
}
if(arm_right_angle_p2.tilt<=0&&arm_left_angle_p2.tilt<=0)
{
arm_right_angle_p2.tilt=0;
arm_left_angle_p2.tilt=0;
}
...
//add her more animations that dont working
}

action player2()
{
...
//start basic animations
if(key_cuu-key_cud)
{
ent_animate(my, NULL, 0, 0);
walkanim_p2 += 6 * time_step;
ent_animate(my, "walk", walkanim_p2, ANM_CYCLE);
}
else
{
ent_animate(my, NULL, 0, 0);
standanim_p2 += 1 * time_step;
ent_animate(my, "stand", standanim_p2, ANM_CYCLE); /
}
if(key_cul-key_cur)
{
ent_animate(my, NULL, 0, 0);
walkanim_p2 += 6 * time_step;
ent_animate(my, "walk", walkanim_p2, ANM_CYCLE);
}

arm_animation();
..
}


Any Ideas?

regards Sebastian


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Re: bone animation [Re: sebbi91] #280881
07/24/09 14:07
07/24/09 14:07
Joined: Jun 2008
Posts: 402
Germany
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sebbi91 Offline OP
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sebbi91  Offline OP
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Posts: 402
Germany
no ideas?


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