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Animation

Posted: Tue Nov 13, 2007 5:52 pm
by Commander_Cody771
How do I use the animation system in the XSI modto0\ol 6.1?

Re: Animation

Posted: Tue Nov 13, 2007 9:03 pm
by AceMastermind
Basic steps for animating in XSI

1.Set frame position in time line (ex. start at Time 1)
2.Change parameter of object (A parameter is any feature of an object (its size, color, shape, etc…) that is animateable – virtually anything relating to the object!)
3.Key frame that change (Shortcut key to keyframe: k)
4.Set new key frame position in time line (ex. KF20)
Repeat steps 2-4.

Commit these steps to Memory
Set position in time line →Change parameter→Key frame that changed (with parameter still active) - REPEAT
Time→Change→Frame


Read the XSI documentation for more detailed information(hotkey F1)

Re: Animation

Posted: Wed Nov 14, 2007 4:21 am
by wazmol
not to hijack:

i have created an animation with the tips you have given above Ace' but i want it to show up ingame. its a vehicle animation but it should "Loop" all the time so its always happening (when moving that is) all it is is a simple rotate of a few objects... can this be done?

-Wazmol

Re: Animation

Posted: Wed Nov 14, 2007 7:49 am
by AceMastermind
The steps that I posted earlier is just general procedure for animation, if you're making animations in XSI for use in BF2 then you will also need to follow the guidelines in the animation_guide.doc

wazmol wrote:i have created an animation with the tips you have given above Ace' but i want it to show up ingame. its a vehicle animation but it should "Loop" all the time so its always happening (when moving that is) all it is is a simple rotate of a few objects... can this be done?
What are you trying to animate, is it a soldier, vehicle, animated prop?

Idle animations for soldiers and vehicles loop automatically but are deactivated when the object is occupied or is moved by the player, walk and run animations for soldiers are triggered when you move the player and are looped until deactivated, the same with walker type vehicles, but I don't think there are any for hovers and flyers while in-motion.
FinAnimations are the only ones that I know of that work with hovers or flyers while they're in motion or being controlled, but they don't loop.

Re: Animation

Posted: Wed Nov 14, 2007 12:26 pm
by wazmol
vehicle, basicly wheels

-Waz

Re: Animation

Posted: Wed Nov 14, 2007 1:10 pm
by Commander_Cody771
I animating a person in JK3 Jedi Academy. :runaway:

Re: Animation

Posted: Wed Nov 14, 2007 4:02 pm
by FragMe!
This is a good document to follow for a general how to it and exporting animation from XSI

http://www.gametoast.com/forums/viewtopic.php?t=4471

Re: Animation

Posted: Wed Nov 14, 2007 11:04 pm
by AceMastermind
wazmol wrote:vehicle, basicly wheels
You'll need to use the scrolling texture flag for giving the illusion of spinning wheels, and if you want to make the front 2 wheels steer left or right when you turn left or right then you'll also need to use FinAnimations and a little ODF work to make it look right.
I'm currently looking into how to set up FinAnimations in XSI so that they will work ingame, but if you figure it out first be sure to let us know and write a tutorial.
Commander_Cody771 wrote:I animating a person in JK3 Jedi Academy.
I have no idea what the guidelines are for making character animations for JK3 because I don't mod that game, you should probably search for sites that deal with JK3 modding.

Re: Animation

Posted: Fri Nov 16, 2007 11:57 am
by Commander_Cody771
I got it thanks. :lock: