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Weapon animations?


TriggerGod

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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.

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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.

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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. :p

 

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.

 

animweap.jpg

 

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 :lol:

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 :lol:

 

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

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