enex 11 Posted May 1, 2015 I have watched Kiory doing this live and it seem important to me to save and store this video since his VOD videos on twitch don't last months back, so I recorded twitch VOD and uploaded on youtube as reference.It involves 3ds max, configs and in game. Share this post Link to post Share on other sites
sebj 10 Posted May 1, 2015 Really great! Unfortunately I had a m24 project and no more time to finish this animation job... Share this post Link to post Share on other sites
enex 11 Posted May 1, 2015 I'm glad some people like you sebj find it useful.I deem it so important that I recorded, edited (8hours of rendering or so) and uploaded so It stays around as resource.Is not perfect - visual fidelity is not as high as I would like (rendering settings) and VOD gets muted at times but I argue that just with looking you can learn a lot. Share this post Link to post Share on other sites
enex 11 Posted May 2, 2015 (edited) During video he references Skype chat which I just found that I copied in text document.Here I'm sharing it with you guys. http://pastebin.com/P96R3pmAplayer addeventhandler ["fired", {_u = this select 0; _w = this select 1; _ammocount = _u ammo _w; if (_w == "Kio_L115A3" && _ammocount == 0) then {sleep 1; _u playactionNow "GestureReloadL115A3"}}]; Is there a way to get that anim not to fire off on the last shot? Yea, becuase you onlt really want the last bolt animation to be part of the actual reload anim yea makes sense as reload and magazine reload are too separate things gimem a sec. need to look up that one command. never used it before but i know it exists Appreciate it mate Kiory: You should see the bolt reload gesture now with the weapon bolt anim Kiory: I think I have everyone beat if I'm totally honest XD Bad Benson: can you paste the code i gave you last time or whatever you use now? Kiory: yea 2 secs Kiory: player addeventhandler ["fired", {u = this select 0; w = this select 1; if (w == "Kio_L115A3") then {sleep 1; u playactionNow "GestureReloadL115A3"}}] Kiory: Sorry everyone Bad Benson: did you remove the _ from the variables? Kiory: Nope Kiory: That's all that I have and it works Kiory: although it is throwing an error [9:58:39 PM] Kiory: still works for whtaever reason Bad Benson: wow. thank god i found anotehr old ofp command. this new one is retarde Bad Benson: http://pastebin.com/P96R3pmABad Benson: where it says _ammocount == 0 you might have to change the 0 to 1 Bad Benson: not sure about how fast the info changes Bad Benson: also. are there no coders in epoch? too busy? Kiory: too busy XD Kiory: Thanks man, I'll give this a shot! Bad Benson: 1 probably makes more sense Bad Benson: so might aswell test that first Kiory: well Kiory: that's broken Bad Benson: hm. one sec Bad Benson: dude Bad Benson: you removed all the _ Bad Benson: :D Hatchet: Hatchet is back around Bad Benson: one sec Skaronator: you can't sleep in a eventHandler Kiory: I have no idea what's going on Bad Benson: http://pastebin.com/H6GdugEm Bad Benson: this instead of _this Bad Benson: some copy pasta fail on your side you can actually glue hands to weaponIPX: leftHandIKCurve[] = {0,1,0.05,0,0.95,0,1,1}; // first number in pair is animation rate marker, second number is target IK value Kllrt:That's crazy, you can use it for realodMagazine? Kiory: no I mean for the animation time Kiory: yes you can Kiory: and it's awesome, but it' a little difficult to get right Kllrt: And BIS isn't using them, right? Kiory: they use it to detach the IK glue at specific times on the bolt rifles etc Kllrt: For weapons? Really? I never noticed that Kiory: mhmm Kiory: playing with it on stream now if you wanna check it out IPX: 0, 1 0.005, 0 0, 0.95 0, 1 = At 0% of animation IK will be engaged at 100% 0.05, 0 = at 5% of the animation IK will be disengaged 0.5, 1 = at 50% of the anim IK will be engaged at 100% Kiory: Yea I'm using the animation as a marker for the percentage Kiory: but it's not actually doing the proper time Kiory: it's cutting off too early IPX: are you using actual timings IPX: or % Kiory: timings of the animation 0.40000 and so on Kiory: that's when I want the hand to glue back Kiory: or is that not how to go about it? but in my view it only works when your hand is actually positioned where it needs to be at least thats how it worked in the vehicle drivewheel IK 0.4 is exactly where I need it to be IPX: ill give you an example Kiory: but it's cutting early, which is weird IPX: IPX: this has IK on the drivewheel IPX: and when i execute the gesture IPX: and move the wheel it doesn't glue to it, it just rotates Kiory: hmmm it works differently with the weapons IK Kiory:The curve works from a beginning point to an end point, so if you want the weight from one point to another, you must state it, so set IK from 0,1 to 0.4,1 would have IK behave from start to 40 percent The IK curve stuff helps it look a little more natural I guess [2:11:27 PM] Kiory: defining when the hands glue back to the gun at different moments [2:11:40 PM] Kiory: you can actually do some absolutely crazy reload animations with that [2:11:51 PM] Kiory: like flipping the gun around in the air and magazine etc [2:12:52 PM] Kiory: They are Keyframes leftHandIKCurve[] = {0,1,0.05,0,0.95,0,1,1}; // first number in pair is animation rate marker, second number is target IK value Actually [2:12:52 PM] Kiory: They are Keyframes Related: switch to devApacheclrpg: use diag_mergeconfig Apacheclrpg: save yourself some time Apacheclrpg: its fine, i've been working on dev for the past two months Apacheclrpg: well mate, google diag_mergeconfig Apacheclrpg: its piss easy Apacheclrpg: its pretty easy, setup a copy of your current config.cpp in Panim\config.cpp Apacheclrpg: freaking smiles Apacheclrpg: P : \anim\config.cpp Apacheclrpg: no Apacheclrpg: just an example Apacheclrpg: can be your project folder Apacheclrpg: alright so get ingame Apacheclrpg: not with arma3exe Apacheclrpg: with arma3diag.exe C0dersec: thank god the singing is over :d Apacheclrpg: ignor Apacheclrpg: dont worry Apacheclrpg: its just their dlc .ebo bullshit Apacheclrpg: get ingame preview your anim Apacheclrpg: abort Apacheclrpg: did you hit retry ? Apacheclrpg: you click abort when you get that shit Apacheclrpg: its arma3diag for a reason Apacheclrpg: it spews all kind of bs at you Apacheclrpg: alright now go to your config.cpp Apacheclrpg: and modify something drastically Apacheclrpg: alright now save the cpp Apacheclrpg: yeah then esc Apacheclrpg: and diag_mergeConfigFile ["FullPathWithP:etc"] Apacheclrpg: go to notepad++ Apacheclrpg: with P: Apacheclrpg: just hitting restart works Edited May 2, 2015 by enex Share this post Link to post Share on other sites
x3kj 1247 Posted May 2, 2015 thanks for 'archiving', so to speak Share this post Link to post Share on other sites
x3kj 1247 Posted May 4, 2015 I hope you asked him for permission to post this and that your posting is not the cause of why he deleted his channel (apparently?) ... Share this post Link to post Share on other sites
enex 11 Posted May 10, 2015 I mentioned to him on the stream that I recorded his stream for this exact reason, and he seemed okay with it.(he was positive about it) Share this post Link to post Share on other sites