TriggerGod Posted June 30, 2010 Share Posted June 30, 2010 So I found a couple of designs on the net for a blaster and a sword, but I'd like to be able to give them the animations they have in their concept. So, my question to Holowan is, is it possible to give a weapon animations, and have it export correctly into the game with all it animations? If so, how would you do it? And yes, I know that the staffs have animations for combat, but my weapons aren't staffs. Link to comment Share on other sites More sharing options...
Darth InSidious Posted June 30, 2010 Share Posted June 30, 2010 I know SS had some success making a new quarterstaff, and IIRC oldflash was working on something similar. Beyond that, AFAIK it's texture animations or bust. Link to comment Share on other sites More sharing options...
Dak Drexl Posted July 2, 2010 Share Posted July 2, 2010 SS also made a chain gun that was animated. The problem I had with it though was that after you would use it the animation wouldn't stop playing. Link to comment Share on other sites More sharing options...
TriggerGod Posted July 2, 2010 Author Share Posted July 2, 2010 SS also made a chain gun that was animated. The problem I had with it though was that after you would use it the animation wouldn't stop playing. Yeah I remembered the Minigun he made. But it seems, from your post, unless I want to keep my gun in the 'priming/fired' position for however long, I won't be exporting my gun using the minigun model as the 'base'. Although I will be asking him how he managed to get the animations to work. Link to comment Share on other sites More sharing options...
Quanon Posted July 2, 2010 Share Posted July 2, 2010 I made one weapon, sort of a sword that spins around. It was pretty hellish to get it to work. And the animation only activated when I attacked. I never wrote down the steps; but try one of these things, with a test model. I used two cubes, before going nuts on that blade weapon. You don't need BONES and weighting; the mesh itself does the animation. You need to add the keyset, on the aurorabase. There's a button in the options, who allowq you to insert a animation. You need to set the starting time and end time. EDIT2: Here's a screenshot of the options about adding a anim to the aurorbase. I left the animation name on default filled in the start&end frame to my own choosing. Transition I didn't alter. Put export on if it's not. Make sure to name the ROOT to your aurorabase name. Else nothing will get exported. Then hit ADD button. Start animating. Go export! Then use the MDLOPS 0.6 Alpha 2 or was it for? To compile your model to the MDL format. I think the older versions don't do it correctly. Again not a 100% sure on that, just test and see Well, just start frame and end frame. Then just animated inbetween those 2 frames. Make sure its a nice loop. Or it'll look a bit weird Oh, first link your mesh to the aurora-base; then setup the frame business. Then animate. Export as usually.... I think. Anyway check the ASCII file, you should get a big extra chunck added for the animation loop. If you give a sec, I'll dig up that weapon. EDIT: Here's that extra bit you need to see in the ASCII file, it'll be the last part. Before that it's just the code about the actuall model. newanim default w_shortswrd_190 length 0.833333015441895 transtime 0.25 animroot w_shortswrd_190 node dummy w_shortswrd_190 parent NULL endnode node dummy Blade parent w_shortswrd_190 positionkey 0 -0.00662002013996243 0.880210995674133 -0.0456537008285522 0.166666999459267 -0.00662002013996243 0.880210995674133 -0.0456537008285522 0.333332985639572 -0.00662002013996243 0.880210995674133 -0.0456537008285522 0.5 -0.00662002013996243 0.880210995674133 -0.0456537008285522 0.666666984558105 -0.00662002013996243 0.880210995674133 -0.0456537008285522 0.833333015441895 -0.00662002013996243 0.880210995674133 -0.0456537008285522 endlist orientationkey 0 0 0 0 0 0.166666999459267 -1.00000000000088 -0 -0 3.14159000000008 0.333332985639572 -0.999869216349614 -0 -0 0.0174556832666239 0.5 -1.00000000000088 -0 -0 3.14159000000008 0.666666984558105 -1.00000004397027 -0 -0 5.23599007799662 0.833333015441895 0.999978485796088 -0 -0 6.26572962391296 endlist endnode node dummy Box01 parent w_shortswrd_190 endnode doneanim default w_shortswrd_190 donemodel w_shortswrd_190 Link to comment Share on other sites More sharing options...
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