Animated prop ANIMS questions.

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ForceMaster
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Animated prop ANIMS questions.

Post by ForceMaster »

Hi, me again.

See this pics:
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Well, it is an acclamator ship with anims, these anim have 300 frames, it open the doors of the landing train and deploy the "legs", then open the dorsal door. It have an trigger named "hp_trigger" it is near the door.

I tried exporting it as "landing" (first the basepose, of course), then i munge the anims to my world's folder (munged), then i prepare this odf for the animated prop:

Code: Select all

[GameObjectClass]

ClassLabel = "animatedprop"
GeometryName = "rep_fly_acclamator.msh"


[Properties]

GeometryName = "rep_fly_acclamator"
AnimationName = "acclamator"
Animation = "landing"
AnimationTrigger = "hp_trigger 50.0"
well, I have not munge or Bfront2.log erros about it but the anim not work in game when i m near the trigger.

So, the questions:

1) I can animated the model IN ZERO EDITOR to land and then play the anim in model? how?

2) If I change the anims to an flyer (takeoof) it can be work best? I.E

Code: Select all

[GameObjectClass]

ClassLabel = "flyer"
GeometryName = "rep_fly_acclamator.msh"

[Properties]

GeometryName = "rep_fly_acclamator"
AnimationName = "acclamator"

(all the flyers odf)
Some help is appreciated!

thanks!
FragMe!
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Re: Animated prop ANIMS questions.

Post by FragMe! »

First thing is that frame 1 must be the landed position by looking at the pics you have frame 300 as landed. Unfortunately you can't just export the last frame as basepose and have that as the landed position. What this means, you guessed it, you will need to redo the animation.

As for animating in ZE and then triggering the land animation I am not too sure about.
ForceMaster
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Re: Animated prop ANIMS questions.

Post by ForceMaster »

you mean make it an flyer and export the new (invert) anims as "takeoff"?
FragMe!
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Re: Animated prop ANIMS questions.

Post by FragMe! »

Yes because if it an animated prop it may try to loop the animation on you so you would continuously land. Not sure if there is an odf command (or lua) to make it so the animation only runs once. If there is you might be able to use ZE to animate it. ZE doing the path down and the actual animation putting out the landing gear. Having a trigger on the animation won't work so well because as soon as the unit moves away from the trigger it would reset the animation like a door.
Using it as a flyer yes you would have to redo the animation so it is the takeoff animation which just get played in reverse for landing obviously.

Not sure if any of that was helpful at all, but I will say congrats on doing the animation in the first place. I thought about it once then saw something shiny and moved one to other things.
ForceMaster
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Re: Animated prop ANIMS questions.

Post by ForceMaster »

Thanks for the help and congratulations friend, I'm working to make it in reverse, as a flyer. the animation in Zero Editor is done, is that i use in Christophsis map, but I think few have seen it lol!

Think this, in Kamino mission, the troops transports fly after the objective, is some similar code?

EDIT: No, is not code, is an ZE animation.

well, I have the takeoff anim, new basepose and model and I change the odf to "flyer", the anims not work....

EDIT 2: so, someone can help me with this please? I have the anims, now, how can use it? thanks!
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