Animated Props Anims
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ForceMaster
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Animated Props Anims
Hi my friends! I'm thinking to do some animated props, like jabba's palace, so, I dont know how work it, I asume that is similar to an animated door but if I need add more anims how can get it working ingame? I mean, the anims system is similar to an vehicle system? I know that these props need an animation trigger but it is all my knowledege about that. Thanks.
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[Padawan]Helkaan
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Re: Animated Props Anims
In XSI or in ZE?
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ForceMaster
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Re: Animated Props Anims
XSI anims.
- DarthD.U.C.K.
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Re: Animated Props Anims
are you talking of the rancor? from my understand it is like you said some kind of "door" bit with a spot where the player will be attached to if he enters the trigger.
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FragMe!
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Re: Animated Props Anims
A prop can be animated so it works all the time no need for a trigger, the attendants at FragMe!'s in DMI are animated props that always do something.
Or they can be set to do the animation only once you set off the trigger by walking up to it like a door. Once again from DMI the buggy that is on the lift only goes up when you get close enough. Making these work as a door is a little easier sometimes.
Or they can be an animated trap such as the Sarlacc or Rancor.
Or they can be set to do the animation only once you set off the trigger by walking up to it like a door. Once again from DMI the buggy that is on the lift only goes up when you get close enough. Making these work as a door is a little easier sometimes.
Or they can be an animated trap such as the Sarlacc or Rancor.
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ForceMaster
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Re: Animated Props Anims
This means I can do the animation in XSI, export it as is common with animated door but without a trigger? as that achieved by repeating animation ever?
- DarthD.U.C.K.
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Re: Animated Props Anims
yes, you can even have a repeating anim and another anim thats troggered when you enter the hp_active.
take jabba as example:
if you only want the idleani, just ignore the secon animline and the animationtrigger
thats actually pretty cool, you could probably have different anims played depending on the spot you are standing
take jabba as example:
Code: Select all
[Properties]
GeometryName = "tat3_bldg_jabba"
AnimationName = "tat3_bldg_jabba"
Animation = "idle"
Animation = "grab"
SoundProperty = "jabba_amb"
AnimationTrigger = "grab hp_hotspot 3.0"thats actually pretty cool, you could probably have different anims played depending on the spot you are standing
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ForceMaster
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Re: Animated Props Anims
hmmm, so i can have multiples triggers for multiples anims? Or it work with the same trigger and the result is play some anim randomly (except the idle)?
- DarthD.U.C.K.
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Re: Animated Props Anims
i dont know, i havent tried it out but from the odfvalues it seems like you can have multiple triggers triggering multiple anims. you will havre to trie out what happens if you assing multiple anims to one trigger and if its even possible.
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ForceMaster
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Re: Animated Props Anims
ok, thank you very much! I will try it and post the result coming soon.
