Need name of hardcoded vehicle animation.
Moderator: Moderators
-
Vyse
- General

- Posts: 776
- Joined: Sun Aug 28, 2005 5:01 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Need name of hardcoded vehicle animation.
I am making a animation for when a vehicle is going forward, esential it's a walker. But since I am not doing it with bones, I am using nulls, could I make animations for the
walk_leftfoot_rightfoot & walk_rightfoot_leftfoot
Or does a animation for that animation call out have to be made with bones.
I don't see any animation names for when a vehicle is going forward except for walker types.
Any help?
walk_leftfoot_rightfoot & walk_rightfoot_leftfoot
Or does a animation for that animation call out have to be made with bones.
I don't see any animation names for when a vehicle is going forward except for walker types.
Any help?
- minilogoguy18
- Master Bounty Hunter

- Posts: 1512
- Joined: Wed Nov 09, 2005 11:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: Need name of hardcoded vehicle animation.
you can use nulls, i use nulls all the time but for something like a biped nulls is the slow way to animate since its FK. the 2 animations you named are exactly what they sound like, walking pretty much. what actually makes them move forward is hard coded in the game, it just tells the game to make the dummyroot traverse along the ground whenever you press W.
-
Vyse
- General

- Posts: 776
- Joined: Sun Aug 28, 2005 5:01 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: RE: Need name of hardcoded vehicle animation.
So your saying if I make 2 animations. Named walk_leftfoot_rightfoot & walk_rightfoot_leftfoot, when you press W in game (Move forward) It will play one and then the other and repeat etc?
Also, would I need to add something like this to the LUA?
ClearWalkers()
AddWalkerType(0, 0) -- 0 droidekas
AddWalkerType(1, 5) -- 6 atsts with 1 leg pairs each
AddWalkerType(2, 2) -- 2 atats with 2 leg pairs each
Thanks Mini!
Also, would I need to add something like this to the LUA?
ClearWalkers()
AddWalkerType(0, 0) -- 0 droidekas
AddWalkerType(1, 5) -- 6 atsts with 1 leg pairs each
AddWalkerType(2, 2) -- 2 atats with 2 leg pairs each
Thanks Mini!
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
RE: Re: RE: Need name of hardcoded vehicle animation.
There's also idle_to_leftfoot/rightfoot and right/leftfoot_to_idle, then turnL and turnR.
- minilogoguy18
- Master Bounty Hunter

- Posts: 1512
- Joined: Wed Nov 09, 2005 11:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: Re: RE: Need name of hardcoded vehicle animation.
yeah i use bones for things that need IK like characters or anything that has a moving limb but for simple things like s-foils and landing gear i just use nulls.
-
Vyse
- General

- Posts: 776
- Joined: Sun Aug 28, 2005 5:01 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: RE: Re: RE: Need name of hardcoded vehicle animation.
To set it up I was just going to do what Mini's flyer take off animation guide did. Make my nulls, name them as bone_whatever, but them under bone_root null. Envelope them to my 1 merged mesh . Export, delete mesh,then export again to get base_pose. Animate and export with animations.psych0fred wrote:Bones need to be used when you are weighting vertices to the bones, if you are just rotating joints nulls work fine assuming the null is the parent of everything that you want to move/rotate with the null.
Or what the tutorial actually said. What do you mean by the null is the parent of everything that you want to move/rotate? Is this because it's actually a walker and not a take off animation?
- minilogoguy18
- Master Bounty Hunter

- Posts: 1512
- Joined: Wed Nov 09, 2005 11:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: Re: RE: Re: RE: Need name of hardcoded vehicle animation
if your doing a walker i suggest making an IK skeleton with 2d chains, WAAAAAAAAAAAAY easier to animate, just dont draw the bones in a straight row, all bones need to be angled slightly in the direction you want them to bend and dont make a long chain like for legs the root should start with the thigh and run to the ankle and for the feet and toes make a new chain.
- minilogoguy18
- Master Bounty Hunter

- Posts: 1512
- Joined: Wed Nov 09, 2005 11:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: Re: RE: Re: RE: Need name of hardcoded vehicle animation
yeah ive done it like that before its just easier to use a chain that has IK since all you gotta do is move the end effector to animate the entire limb in a pretty lifelike motion as long a you have up vectors and such to control where the joint faces like an elbow for instance.
-
Vyse
- General

- Posts: 776
- Joined: Sun Aug 28, 2005 5:01 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Ok, got the walker in game and the animations work, however (it doesn't move and) there is like a billion things you have to add to make it like the shipped walkers, I just had 3 null bones but you have to call out a ton more in the ODF, like all the leg bones, turrent bones, all your aimers, and collisions!
It would take me 3 months to make this thing! 0_o Plus, I don't know how to rig it with bones, and I seriously don't think anyone should attempt this with nulls!
However in better news! Using Mini's take off animation tut, I was able to get a animated prop in-game!
My mind is spinning with all the things I can do with it. XSI is supirior to ZE's prop animation!
Thanks Mini and psych0fred!
It would take me 3 months to make this thing! 0_o Plus, I don't know how to rig it with bones, and I seriously don't think anyone should attempt this with nulls!
However in better news! Using Mini's take off animation tut, I was able to get a animated prop in-game!
Thanks Mini and psych0fred!
- minilogoguy18
- Master Bounty Hunter

- Posts: 1512
- Joined: Wed Nov 09, 2005 11:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
Qdin
- Old School Staff
- Posts: 2059
- Joined: Wed Feb 23, 2005 9:54 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Fred said once that walkers have to have a certain heirarchy in order to work correctly. I could be wrong, I learn so much from him that a lot of stuff I don't use right away goes in one ear and out the other.Vyse wrote:Ok, got the walker in game and the animations work, however (it doesn't move and) there is like a billion things you have to add to make it like the shipped walkers, I just had 3 null bones but you have to call out a ton more in the ODF, like all the leg bones, turrent bones, all your aimers, and collisions!
It would take me 3 months to make this thing! 0_o Plus, I don't know how to rig it with bones, and I seriously don't think anyone should attempt this with nulls!
However in better news! Using Mini's take off animation tut, I was able to get a animated prop in-game!![]()
![]()
My mind is spinning with all the things I can do with it. XSI is supirior to ZE's prop animation!
Thanks Mini and psych0fred!
-
Vyse
- General

- Posts: 776
- Joined: Sun Aug 28, 2005 5:01 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- minilogoguy18
- Master Bounty Hunter

- Posts: 1512
- Joined: Wed Nov 09, 2005 11:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
