Do u need an aplication such as XSI or anything. I just want to find out how to animate things
How can u make a frigate move? (Animation)
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How can u make a frigate move? (Animation)
k i saw in space mygeeto from the orriginal bf2, one of the frigates move. How do u make a frigate move in ur own map???
Do u need an aplication such as XSI or anything. I just want to find out how to animate things
Do u need an aplication such as XSI or anything. I just want to find out how to animate things
- Maveritchell
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Re: How can u make a frigate move? (Animation)
Read the "procedural animation mode.doc" document. It's fairly helpful. Additionally, I think there's a tutorial in the tutorial thread on ZE animation.
- Silas
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Re: How can u make a frigate move? (Animation)
ok ill try it out. dont lock this forum 'till i report back plz
- Silas
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Re: How can u make a frigate move? (Animation)
its too complicated....can anyone explain this easier....i even looked at the modding faq but that topic about animation didnt help me AT ALL!!! :jab:
so im rly burnt. can anyone plz explain the animation thing? gtpwn
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MercuryNoodles
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Re: How can u make a frigate move? (Animation)
Erm..animation isn't something you're going to learn instantly. Even simple animation takes some time to learn and practice with, before you actually understand how to use it. For moving ships, it shouldn't take too long to figure out, though, since you're only making a simple model move around.
I haven't looked too carefully at how it works in ZE, but here's the basic idea, based on outside experience. You're supposed to setup keyframes, which are basically key points in the animation. The engine generates the frames in between. So, if you setup a frigate at keyframe A, and then set it up somewhere else at keyframe B, the frigate will move from the position in keyframe A to where you have it in keyframe B in the time specified. The object will also rotate to whatever position is given in the next keyframe as it goes. So, all you're doing is specifying position info, rotation info, and at what time the object arrives at those positions. Unfortunately, it's not something where you can use a gui to deal with it. You'll have to calculate position and rotation manually, which may include a bit of trial and error.
I just thought I'd cover that right quick before moving on, in case you don't already know that. Anyway, what specifically do you not understand? Going "ARG!!" doesn't really let us know what's going on.
I haven't looked too carefully at how it works in ZE, but here's the basic idea, based on outside experience. You're supposed to setup keyframes, which are basically key points in the animation. The engine generates the frames in between. So, if you setup a frigate at keyframe A, and then set it up somewhere else at keyframe B, the frigate will move from the position in keyframe A to where you have it in keyframe B in the time specified. The object will also rotate to whatever position is given in the next keyframe as it goes. So, all you're doing is specifying position info, rotation info, and at what time the object arrives at those positions. Unfortunately, it's not something where you can use a gui to deal with it. You'll have to calculate position and rotation manually, which may include a bit of trial and error.
I just thought I'd cover that right quick before moving on, in case you don't already know that. Anyway, what specifically do you not understand? Going "ARG!!" doesn't really let us know what's going on.
