Many levers animation problem

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Post Reply
User avatar
cromcrom
Posts: 549
Joined: Tue Sep 11, 2012 7:16 am
Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Many levers animation problem

Post by cromcrom »

Hi all
I am toying with Blender those days. So I came up with left, middle and right levers (see pictures)
Image

My problem is that only the middle (native) lever is animated. I cloned the other two (texture wise), but the animation didn't clone itself. I have been looking for some animation file in the base assets, there is the lever_up and lever_down, but I don't know what to do with them.

Any animation tips here please ?
A trip of a thousand leagues starts with a step.
Batty
Posts: 509
Joined: Sun Apr 15, 2012 7:04 pm

Re: Many levers animation problem

Post by Batty »

I think you have to move the node for the animation for this to work & it isn't entirely possible yet.

Check the GMT thread.
User avatar
cromcrom
Posts: 549
Joined: Tue Sep 11, 2012 7:16 am
Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Re: Many levers animation problem

Post by cromcrom »

tx, I will wait then.
A trip of a thousand leagues starts with a step.
Batty
Posts: 509
Joined: Sun Apr 15, 2012 7:04 pm

Re: Many levers animation problem

Post by Batty »

Crom, the latest GMT update now can move these things easily. No need for Blender. I just moved a button to the left and it's still functioning.

You have to use the translate feature under nodes & animations tabs and move the model and the animation the same amount. Then save the new model and new animation & clone a new object.

Really cool, because we can now have buttons/levers anywhere, on pillars, 9 button walls, in alcoves, etc.

Both these buttons function separately, one in center is standard button, one on left is new moved button (translated -0.5 on x axis):
SpoilerShow
Image
Thank you Dr. J!
User avatar
cromcrom
Posts: 549
Joined: Tue Sep 11, 2012 7:16 am
Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Re: Many levers animation problem

Post by cromcrom »

Thanks a lot for warning me. Dr. J does and amazing job :-)
A trip of a thousand leagues starts with a step.
User avatar
Leki
Posts: 550
Joined: Wed Sep 12, 2012 3:49 pm

Re: Many levers animation problem

Post by Leki »

Batty wrote:Crom, the latest GMT update now can move these things easily. No need for Blender. I just moved a button to the left and it's still functioning.

You have to use the translate feature under nodes & animations tabs and move the model and the animation the same amount. Then save the new model and new animation & clone a new object.

Really cool, because we can now have buttons/levers anywhere, on pillars, 9 button walls, in alcoves, etc.

Both these buttons function separately, one in center is standard button, one on left is new moved button (translated -0.5 on x axis):
SpoilerShow
Image
Thank you Dr. J!

Hmm, try to move button's y=-1,5, z=-0,4. Update animation as well.
Open scene and you can see that button is still on the wall (y= 0) and after click he moves to "new" y and z, (because animation), but clicking area is still the "old position".
Is there something what I forgot to set up?
I'm the Gate I'm the Key.
Dawn of Lore
Batty
Posts: 509
Joined: Sun Apr 15, 2012 7:04 pm

Re: Many levers animation problem

Post by Batty »

I think you moved either the model or the animation but not both.

Or you might have moved it twice. You can load a new wall_button model when you go to translate the animation so that it starts at the center.

You have to move the button model's nodes 1 & 2 (button_frame_mesh, button_frame) then save the new model. Then either move it back to center or load a new wall_button from asset pack so it's at center.

Then go to animations, load the wall_button_press animations and move its two nodes 0 & 1 (button_frame_mesh, button_frame) to same position you moved the model.

Then save the animation to your dungeon's animation folder and make a new button object that references the new model & new animation.
Batty
Posts: 509
Joined: Sun Apr 15, 2012 7:04 pm

Re: Many levers animation problem

Post by Batty »

I tried moving the levers and it doesn't work (mentioned by Dr. J in GMT thread). The animation moves but the click area is always in the center.

So, buttons only for now.
User avatar
AdrTru
Posts: 223
Joined: Sat Jan 19, 2013 10:10 pm
Location: Trutnov, Czech Republic

Re: Many levers animation problem

Post by AdrTru »

I tryed to hide active point of custom lever.
I dont to made any effect.
Can someone to decribe me how I change position of lever touch zone to undergroun for disable to change status of lever manualy?

This picture isnt presented there, and my trying isnt succefull.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
Post Reply