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Vehicle fire animation

Posted: Tue Oct 20, 2009 11:05 pm
by Battleffront_Conquer
is it possible to animate a vehicle to move or do something when it fires??
Since I cant make a large character (no help so far) I'll just make it into a walker that whan it fires it is animated like a soldier

Re: Vehicle fire animation

Posted: Wed Oct 21, 2009 12:08 am
by FragMe!
Battleffront_Conquer wrote:Since I cant make a large character (no help so far)
Did you check the FAQs like this one Scaling up animation

Re: Vehicle fire animation

Posted: Wed Oct 21, 2009 12:19 am
by Battleffront_Conquer
yeah I have I've done everything I can think of... Im trying right now to see if turning it into an "acklay" will work but for some reason None of the primitives are even working... I mean the acklay has primitives, I dont know exactly what to do is the problem

Re: Vehicle fire animation

Posted: Wed Oct 21, 2009 3:27 am
by DarthD.U.C.K.
what primitives are you talking about?

Re: Vehicle fire animation

Posted: Wed Oct 21, 2009 3:31 am
by Battleffront_Conquer
it has collision primitives in its model.... and Im trying to mimic it but I have come up dry.... if I try to use soldier collision the collision is all screwy and too small but I dont want to make the character smaller because then I'd have to scale everyone else down

Re: Vehicle fire animation

Posted: Wed Oct 21, 2009 3:33 am
by DarthD.U.C.K.
i doubt that collisionprimitives work on soldiers

Re: Vehicle fire animation

Posted: Wed Oct 21, 2009 3:34 am
by Battleffront_Conquer
DarthD.U.C.K. wrote:i doubt that collisionprimitives work on soldiers
then is there any other possible way to create this character???

Re: Vehicle fire animation

Posted: Wed Oct 21, 2009 3:56 am
by DarthD.U.C.K.
there are people who successfully scaled characters without collisionproblems
but maybe it doesnt work anymore when the factor is too high

Re: Vehicle fire animation

Posted: Wed Oct 21, 2009 3:57 am
by Battleffront_Conquer
DarthD.U.C.K. wrote:there are people who successfully scaled characters without collisionproblems
but maybe it doesnt work anymore when the factor is too high
dang
is it possible to make an animation for a vehicle when you fire?

Re: Vehicle fire animation

Posted: Wed Oct 21, 2009 4:06 am
by DarthD.U.C.K.
no, you can only make takeoff and finanimations (see topics linked in the tutorialthread)

Re: Vehicle fire animation

Posted: Wed Oct 21, 2009 4:11 am
by Battleffront_Conquer
how about can I make a walker jump?
I figure I can at least work with that.....

also then how does the acklay's collision work ( if you now)

Re: Vehicle fire animation

Posted: Wed Oct 21, 2009 4:21 am
by DarthD.U.C.K.
walkers cant jump they have hardcoded states you cant edit (theres a table with the states on psych0freds website)
the acklay has just a big skeleton

Re: Vehicle fire animation

Posted: Wed Oct 21, 2009 4:29 am
by Battleffront_Conquer
so what you are telling me is that there is absolutely no way for me to create accurate collision without making it look like a walking zombie?

Dang.......... and I had high hopes for this

Re: Vehicle fire animation

Posted: Wed Oct 21, 2009 4:45 am
by DarthD.U.C.K.
how can they look like a walking zombie?

Re: Vehicle fire animation

Posted: Wed Oct 21, 2009 4:49 am
by Battleffront_Conquer
a walking character with no other animations other than walk.... sounds like a zombie to me... but thats beside the point....

I figure I could just leave that character (along with a few others) out of this mod

Re: Vehicle fire animation

Posted: Wed Oct 21, 2009 10:40 am
by FragMe!
What unit are you trying to scale up?
Going about 2X is the most you should ever go and even then that is stretching it :funny2:

And as was pointed out for vechicles, hovers and some flyers you can have 9pose or finanimations which only come into play as you move forward, backward and side to side etc.

Walkers have a very specific set of animations none of which are weapon fire related

Oh and from personal experience the acklay does not scale well.

Re: Vehicle fire animation

Posted: Wed Oct 21, 2009 11:45 pm
by Battleffront_Conquer
FragMe! wrote:
Oh and from personal experience the acklay does not scale well.

I wasnt trying to scale it... I was using it as a reference to set up collision for soft bodied objects.... when I open it with ultimate unwrap, or whatever, it says "p_-btv-base" along with other primitive collision names... I'm going to halt my efforts for now but if anyone can help explain this better that would be greatly appreciated

Re: Vehicle fire animation

Posted: Wed Oct 21, 2009 11:57 pm
by Maveritchell
Battleffront_Conquer wrote:
FragMe! wrote:
Oh and from personal experience the acklay does not scale well.

I wasnt trying to scale it... I was using it as a reference to set up collision for soft bodied objects.... when I open it with ultimate unwrap, or whatever, it says "p_-btv-base" along with other primitive collision names... I'm going to halt my efforts for now but if anyone can help explain this better that would be greatly appreciated
I get the feeling that the Acklay was Pandemic's "just make it work" unit; I think they probably tried a lot of things on it and just went with whatever made the unit function as desired - there's probably a lot of junk left in there that's redundant/unnecessary. You can probably ignore that as an example for the most part.

Or I could be wrong, who knows.

Re: Vehicle fire animation

Posted: Thu Oct 22, 2009 12:00 am
by Battleffront_Conquer
Maveritchell wrote: Or I could be wrong, who knows.
its this part I am hoping for

Re: Vehicle fire animation

Posted: Thu Oct 22, 2009 8:56 am
by FragMe!
As Mav mentioned it was probably a hack together job by Pandemic. A combination of unit and walker that it why it has the collision primitives.
If you want to see which collisions are in use for the acklay run the bfmodtools.exe and then call up the fake console and turn on the collision renders then go to free cam and go up to an acklay and it will show you which if any of the collision primitves it uses.

This still may not help you in your task, because if you look at the acklay odf you will see the parameter IsAcklay = 1 which is obviously something pandemic needed to put in for the game to make the acklay work correctly.