How to animate a hover?

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

Moderator: Moderators

Post Reply
sereja2
Command Sergeant Major
Command Sergeant Major
Posts: 253
Joined: Wed Aug 31, 2011 4:22 am
Projects :: Naboo Otoh Gunga
Games I'm Playing :: swbf 1
xbox live or psn: No gamertag set
Location: Ukraine

How to animate a hover?

Post by sereja2 »

I try to search any step by step tutorials about that, but with no results...
So, if anyone know, how to add something like a moving air brakes for hovers, please help!
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: How to animate a hover?

Post by Marth8880 »

Last edited by Marth8880 on Sat Aug 03, 2013 6:20 pm, edited 1 time in total.
sereja2
Command Sergeant Major
Command Sergeant Major
Posts: 253
Joined: Wed Aug 31, 2011 4:22 am
Projects :: Naboo Otoh Gunga
Games I'm Playing :: swbf 1
xbox live or psn: No gamertag set
Location: Ukraine

Re: How to animate a hover?

Post by sereja2 »

Thank's for the link, it is nice tutorial, but seems many steps are missing:
1. How to correct set up hover hierarchy?
2. How to correct add animation to it?
3. Is there all parts need to be animated, or just moving ones?
4. Is there all animated parts need to be merged in single "body" model, or they may be set up as children of animated bones?
5. Is there bone_root, also need to be enveloped with other msh parts, and is it also need to have keyframe?
6. If I set merged animated body parts, as children of the Dummyroot, and parent of bone_root (I take a look on stock rep_hover _fightertank as example), how I may export animation? If I delete it, it ruins hierarchy, but I if export with it, my _9pose.msh will be huge, and much bigger, then stock rep_fightertank_9pose.msh. I supposed, for animations may be needed only bones anyway... :?
7. How to delete keyframes? Seems for export basepose.msh, I need to delete all keyframes, except "4". I found options, named "Ripple". When it checked, I can delete keyframes, by clicking on Key button, but I can't delete number "0" anyway... Also, am I need to delete keyframes, from all of the bones, or just from bone_root?
Perhaps, I cud post much more questions, if previous ones cud be solved...
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: How to animate a hover?

Post by AceMastermind »

sereja2 wrote:1. How to correct set up hover hierarchy?
Any way you want, as long as it falls within the guidelines of the game engine and exporter.
sereja2 wrote:2. How to correct add animation to it?
The same way you animate anything, pose the skeleton and set keys.
sereja2 wrote:3. Is there all parts need to be animated, or just moving ones?
Any part that had a change in parameters needs to be keyed if you want to keep that pose.
sereja2 wrote:4. Is there all animated parts need to be merged in single "body" model, or they may be set up as children of animated bones?
It shouldn't matter which hierarchy method you choose, Zero supports both.
sereja2 wrote:5. Is there bone_root, also need to be enveloped with other msh parts, and is it also need to have keyframe?
I guess you'll be using ZETools to export, therefore you need to follow the requirements of this exporter.
sereja2 wrote:6. If I set merged animated body parts, as children of the Dummyroot, and parent of bone_root (I take a look on stock rep_hover _fightertank as example), how I may export animation? If I delete it, it ruins hierarchy, but I if export with it, my _9pose.msh will be huge, and much bigger, then stock rep_fightertank_9pose.msh. I supposed, for animations may be needed only bones anyway... :?
Geometry is not needed when exporting animations.
sereja2 wrote:7. How to delete keyframes? Seems for export basepose.msh, I need to delete all keyframes, except "4". I found options, named "Ripple". When it checked, I can delete keyframes, by clicking on Key button, but I can't delete number "0" anyway... Also, am I need to delete keyframes, from all of the bones, or just from bone_root?
You don't delete any keyframes. Frame 4 is just the basepose or idle pose frame.

Be sure to read the whole thread, not just the post with the instruction. I was under the impression that you've exported animations before, but your questions make it seem as if you are an absolute beginner. All of these questions can be answered by simply importing stock examples and examining the scene.
sereja2
Command Sergeant Major
Command Sergeant Major
Posts: 253
Joined: Wed Aug 31, 2011 4:22 am
Projects :: Naboo Otoh Gunga
Games I'm Playing :: swbf 1
xbox live or psn: No gamertag set
Location: Ukraine

Re: How to animate a hover?

Post by sereja2 »

Well, I am realy import animated door before, and even write my own tutorial about that:
http://www.swbfgamers.com/index.php?PHP ... pic=5433.0
But I never deal with animated hovers yet, so yes, I am a beginner with this. :)
I just import it, and it works! So, mostly I done it right. Still, all animated poses are messed up. Seems, it use "8" (turn backward left) pose, when it stay steal. I think, it's because the anim or basepose.msh, was import incorrect, and it's needed more detail explanation...
AceMastermind wrote:You don't have to move frame 4(basepose) to frame 0 before exporting it.
You can go ahead and create all of your animations and leave the basepose where it is and when it comes time to export the basepose just move the timeline to frame 4 and go to:

File>Pandemic Tools>Export
and check these in the window:

Export Selected Models Only
Export Animations
Use Current Frame as Basepose
then export and it'll work fine, this also saves time because you don't have to delete or move any keys.
I can't use this, because, I am use XSI Mod Tool, and can't use Pandemic exporter, still when I export it, with ZETools, I am checked "Export Animation" and "Current Frame as Basepose", as it was in door tutorial.
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: How to animate a hover?

Post by AceMastermind »

sereja2 wrote:I can't use this, because, I am use XSI Mod Tool, and can't use Pandemic exporter, still when I export it, with ZETools, I am checked "Export Animation" and "Current Frame as Basepose", as it was in door tutorial.
You don't need the Pandemic Tools, those instructions still apply even though you're using Softimage Mod Tool 7.5, ANDE wrote ZETools with the same functionality as the Pandemic Tools(minus cloth).
noMatt
2nd Lieutenant
2nd Lieutenant
Posts: 398
Joined: Sun Mar 10, 2013 12:30 pm
Projects :: The Map has no name so see alpha
Games I'm Playing :: Crysis Battlefront
xbox live or psn: No gamertag set
Location: Germaneeee
Contact:

Re: How to animate a hover?

Post by noMatt »

cloth is now working also :) Soon gametoast can remove those trials from the server :D
Post Reply