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Re: [WIP] - Animation Resizer

Posted: Thu Oct 25, 2012 7:00 pm
by HaunterV
Xanathar wrote:No, there is no collision detection in animation in the end - and for me it's working so no problem.

A checklist of a couple of things for you to understand why it isn't working:
  • Double check the file names of animation files
  • Check that an import "mod_assets/scripts/animation_events.lua" is in init.lua (it isn't by default) or simply defineAnimationEvent somewhere else.
ah forgot to update the init.lua I'll try again tonight cause i really want ogres just everywhere.

Re: [WIP] - Animation Resizer

Posted: Thu Oct 25, 2012 11:00 pm
by Xanathar
Teaser - progress so far:
SpoilerShow
Image
I had luck regarding time, however, so things will slow down a bit in the next few days.

Re: [WIP] - Animation Resizer

Posted: Thu Oct 25, 2012 11:05 pm
by Komag
Thanks for working on this, good stuff!

Re: [WIP] - Animation Resizer

Posted: Fri Oct 26, 2012 3:15 am
by HaunterV
got the mini ogre to work finally.

Re: [WIP] - Animation Resizer

Posted: Fri Oct 26, 2012 4:10 am
by HaunterV
Xanathar! I need your help again and you seem to be the only one playing with animations at the moment.

I need to get my hands on a no motion animation thingy... see this thread:
viewtopic.php?f=14&t=3876#p39853

short story is that we cant seem to get an ogre to stand completely still until it needs to come to life.

Re: [WIP] - Animation Resizer

Posted: Tue Nov 06, 2012 10:57 am
by Xanathar
Hi All
A first very rough BETA is available at

https://www.dropbox.com/s/w3mi415ap7vmq ... r_BETA.zip

Just unzip anywhere and launch the executable (no installer done at this time).

It's very rough and most error handling is missing - just to start receiving feedback and bug reports ;)
.NET Framework 4.0 is needed to run - if you have the GMT running you shouldn't have any problem.

I'm already in contact with JohnWordsworth so that in the future it will possibly be integrated in the GMT.



Let me know!

Re: [WIP] - Animation Editor - BETA Available

Posted: Tue Nov 06, 2012 5:50 pm
by Xanathar
New version up:

https://www.dropbox.com/s/gku851cwj1zoz ... Editor.zip

Just unzip anywhere and launch the executable (no installer done at this time).
It's very rough and most error handling is missing - just to start receiving feedback and bug reports ;)
.NET Framework 4.0 is needed to run - if you have the GMT running you shouldn't have any problem.

I'm already in contact with JohnWordsworth so that in the future it will possibly be integrated in the GMT.

[UPDATED 06-Nov-2012/16:49 GMT+1]
  • Added possibility to set rotation to axis+angle
  • Added possibility to add a new animation file
  • Added possibility to add a new node to animation
  • Added possibility to edit framerate

Please test and let me know!

Re: [WIP] - Animation Editor - BETA Available

Posted: Tue Nov 06, 2012 7:39 pm
by HaunterV
friggn cool

Re: [WIP] - Animation Editor - BETA Available

Posted: Tue Nov 06, 2012 10:24 pm
by LordYig
Xanathar wrote:New version up:
Please test and let me know!
This is very nice !
I have just tested this with the Crowern model and the rescaling is done nicely.
I have applied a 55% size scaling and the transformed animations are smooth. At least to my eyes.
The frame edition also works as intended since I was able to change the animation position to make the creature fly lower.

No bugs noticed so far. This is nice and can lead to some nice modding of the models from the game !
Congrats Xanathar ! ;)

I'll do some more tests with other creatures when I get the time to and let you know any bugs if I encounter some.

Re: [WIP] - Animation Editor - BETA Available

Posted: Wed Nov 07, 2012 12:25 am
by Xanathar
Found a number of bugs, will fix tomorrow / next few days.

Anyway, I was able to load a model without any animation and add animations from scratch! Will try to work it better tomorrow/after (it worked, but the rotation was always with the center of the object and not from the pivot I set in 3dsmax).