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Zero Editor Animation! (FAQ)

Posted: Mon Jun 26, 2006 9:25 am
by Jawa_Killer
Ok now.......Vyse had the idea to post my tutorial here....after some thinkings i think it's ok but i expect a good use and not just some stupid flying chairs! :)

Ok now this is a bad-translated tutorial of my origin german animation (ZE) tutorial.

What can i do with it?
------------------------

You can make a static animation of a model (or models) Like flying ships in the sky or simulating a crash of a space ship. You can make radar rotations and all that stuff.

What is important to know?
-------------------------------

You can't animate vehicles but turrets. I think the problem with vehicles is that the game doesn't like if you drive/fly away from the animation but in a turret is where you can sit. Really cool flying passive around in a turret shooting some scum ;) ;) You can also animate destructable buildings/models.

I guess you will have problems but you can ask here.....be sure you read my AND the documentation tutorials before asking me ok?

Here you go:

1. Open Zeroeditor (ZE)

2. Go into Object edit mode

3. Select an object

4. Click the "Anim Mode" button

5. Click "Add" under "Local Translation"

6. Give your animation a name in the "Anim Name" field. (completely wayne what you use but you have to use something)

7. In the "Run Time" field write the time (in seconds), this is how long the animation has to run.
If your animation has to run again and again (e.g. a moving shuttle or sth), press the Loop button.

8. Click "Add" under positions, a line that says "0.00 sec" now appears.

9. Time: says at which second the anim reaches this position
X: if you write positive or negative value the positions changes
Y: if you write positive or negative value the positions changes
Z: if you write positive or negative value the positions changes
*TIP* click "Add" twice because the "0.00 sec" position is your origin position!

Time : 30 // the current position reaches at 30 seconds
X: 56
Y: -23
Z: 204

Write at the last position the number you wrote in "Run Time" from step 7, now your last position is the same as the first!

10. The buttons:
"Show Paths" // show path yes or no
"Show Ghosts" // show between objects yes or no
"Toggle Graph" // some lines

In the "Rotations" field the entries are the same as "Positions" but the objects just spin around it self!
Remember that the time has to be the same your position has.

11. Click the "Add" button in the "Group Name" section of the "Animation Group" window.

12. Now give a name to this Animation Group. This is necessary or it wont work!
The Animation Group is a collection of all your animations.

13. Click "Plays When Level Begins"

14. Click "Disable Hierarchies" This is necessary!

15. Click the "Add" button under "Disable Hierarchies" and write in the "Edit Anim Name" field the name of the animation your wrote in step 6!
Write next to it the name of the model which the animation has to use and press "Save Anim File“

16) Click "Save Animations"
You can test your animation if you press the "Play" button!

17. Finish


Have fun :>

Jawakiller \m/


Original translation:
Hidden/Spoiler:
Ok now.......Vyse had the idea to post my tutorial here....after some thinkings i think it's ok but i expect a good use and not just some stupid flying chairs! :)

Ok now this is a bad-translated tutorial of my origin german animation (ZE) tutorial.

What can i do with it?
------------------------

You can make a static animation of a model (or models) Like flying ships in the sky or simulating a crash of a space ship. You can make radar rotations and all that stuff.

What is important to know?
-------------------------------

You can't animate vehicles but turrets. I think the problem with vehicles is that the game doesn't like if you drive/fly away from the animation but in a turret is where you can sit. Really cool flying passive around in a turret shooting some scum ;) ;) You can also animate destructable buildings/models.

I guess you will have problems but you can ask here.....be sure you read my AND the documentation tutorials before asking me ok?

Here you go:

1) open zeroeditor (ZE)
2) Edit Mode: Object
3) click an object
4) click down left the button „anim mode“
5) click left up „Add“
6) give a animation name (completly wayne what you use but you have to use something)
write in the „run time“ field the time (seconds) how long the animation has to go
7b) if you animation has to do it again and again (e.g. a moving shuttle or sth) press the loop button
click under positions „add“
now it appears a line that says „0.00 sec“
9a) Time : says at which second the anim reaches this position
9b) X: if you write positive or negative value the positions changes
9c) Y: if you write positive or negative value the positions changes
9d) Z if you write positive or negative value the positions changes
9*TIPP* click 2 times add because the 0.00 sec position is your origin position!

Time : 30 // the current position reaches at 30 seconds
X: 56
Y: -23
Z: 204


// write at the last position the number you wrote in „run time“ now your last position is the same position as the first!
10a) the Buttons „show paths“ // show path yes or not
„show ghosts“ // show between objects yes or not
„toggle graph“ // some lines
10c) at the field „rotations“ the entrys are the same like positions but the objects just turns around it self........! remember that the time has to be the same like your position has
11) click at the right upper corner under DEL the ADD button
12) now give a name for the group !!!this is necessary either it wont work!!* the anim group is a collection of all your animations.......*
13) click at „plays when level begins“
14) click at DISABLE HIERARCHIES necessary!!
15) click under DISABLE HIERARCHIES at the ADD Button and write at EDIT ANIM NAME the name of the animation your wrote in POINT 6!
write next to it the name of the model which the anim has to use
press „save anim file“
16) save map
you can test your animation if you press the play button!
17)finish


have fun :>

Jawakiller \m/

RE: Zero Editor Animation!

Posted: Mon Jun 26, 2006 10:37 am
by Teancum
I'm adding it to the FAQ. Thanks J_K!

Posted: Mon Jun 26, 2006 11:05 am
by Squirrel7Hunter
I am new to animating so I had put some stuff in my lua from the uta map because I thought it needed that, anyway, I was trying to get an ATTE to be carried by an LAAT, when it landed I got in the atte and started to drive it, it worked and moved foward but then the animation started all over again and when I tried to drive it, I couldnt, this has somthing to do with the timers I put in my lua but I dont understand any of it. mabye there is a way to make vehicles work?

Posted: Mon Jun 26, 2006 12:25 pm
by Jawa_Killer
if the animation starts over and over again it has sth. to do with the "loop" button.....but you got a vehicle animated? for me it never worked Oo!

Posted: Mon Jun 26, 2006 1:50 pm
by Squirrel7Hunter
yea, it was funny, I hadden put the laat in so u just saw an atte floating to the battlefeild, I dont remeber how but I got inside it while it was still being animated and I tried to walk foward and it looked like it was walking in air! and it wasnt the loop button, it had somthing to do with the timers I put in my lua,

Posted: Mon Jun 26, 2006 1:55 pm
by Jawa_Killer
very intresting! tell me if you figured out how to animate vehicles xD

Posted: Mon Jun 26, 2006 3:05 pm
by Bac-Talan
:shock:
Thank you so much!!!
Now I can have my crashing venator!
heehee. This will be fun to play with

EDIT: WHOOOOHOOO! it works!!!
that's just awsome. thanks man

Posted: Tue Jun 27, 2006 12:15 am
by Vyse
Great Stuff Jawa_Killer!!! :D

Re: Zero Editor Animation!

Posted: Tue Jun 27, 2006 12:20 am
by DeathRow
Jawa_Killer wrote:i think it's ok but i expect a good use and not just some stupid flying chairs! :)
LMAO! :lol: Thanks Jawa Killer, I will give this a try

Posted: Mon Apr 09, 2007 3:40 pm
by YankFan1950
wat are HIERARCHIES

Posted: Mon Apr 09, 2007 3:47 pm
by Jawa_Killer
what animation is played at first and then 2nd......3rd.......etc^^ never figured it out because it's just used for complicated things i think

Posted: Mon Apr 09, 2007 3:51 pm
by YankFan1950
like priorities

Posted: Mon Apr 09, 2007 4:08 pm
by Jawa_Killer
yus!

Posted: Mon Apr 09, 2007 4:20 pm
by Ace_Azzameen_5
Hierarchies are are objects that are grouped together, so you can have, say, an object that "orbits" around another object that moves forward, or just a bunch of objects that move using only one animation.

moving with a cause

Posted: Fri May 11, 2007 3:33 pm
by Moonwolf=SotG=
ok get this, but how do you "activate" the movement, for like, walking near it (a door) or destroying something else (like shield generators destruction makes shield dissapear)

RE: moving with a cause

Posted: Fri May 11, 2007 4:58 pm
by Jawa_Killer
for this you need "trigger regions" look at the door odfs and animation files in ZE (or the animation file itself [ .anm ])

Posted: Mon May 14, 2007 9:33 am
by Moonwolf=SotG=
and you do that in like

TriggerValue = 2 ?

and what do you do if something else is destroyed?

thanx btw :D

Posted: Fri Jun 15, 2007 3:06 am
by Guest
where`s mistake?
animation doesn`t work.

Image

Posted: Fri Jun 15, 2007 4:15 am
by Maveritchell
JK514 wrote:where`s mistake?
animation doesn`t work.

Image
Did you save your animation?

Does it work in ZE?

If you answered "yes" to those two questions, then the reason you're having an error ingame is probably because you're trying to animate a vehicle. Turn it into a prop and then let's talk.

Posted: Fri Jun 15, 2007 4:46 am
by Guest
Maveritchell
Turn it into a prop and then let's talk.
what turn it prop? Vehicle?