Andres97 17 Posted December 1, 2017 Hi. Key Frame Animation was released on the last update, lacking any pointers from bohemia as of now, I'm wondering... did anyone get it to work, or has figured out how exactly you have to configure it? Any help is appreciated! Wiki page: https://community.bistudio.com/wiki/Arma_3_Key_Frame_Animation 2 Share this post Link to post Share on other sites
MrDj200 0 Posted December 3, 2017 I'd like to know this aswell! Share this post Link to post Share on other sites
jts_2009 94 Posted December 3, 2017 Hm. Still nobody knows how to use it... Share this post Link to post Share on other sites
Capwell 16 Posted December 3, 2017 Same here. I'd like to know. Share this post Link to post Share on other sites
dyrmoon 21 Posted December 7, 2017 Have you try a tutorial? https://community.bistudio.com/wiki/Arma_3_Key_Frame_Animation:_Tutorial_-_3DEN 1 Share this post Link to post Share on other sites
MrDj200 0 Posted December 7, 2017 Oh wow. I didn't know that page existed. I'll look at it. Thanks! Share this post Link to post Share on other sites
MrDj200 0 Posted December 7, 2017 23 minutes ago, dyrmoon said: Have you try a tutorial? https://community.bistudio.com/wiki/Arma_3_Key_Frame_Animation:_Tutorial_-_3DEN Hmm, I tried it now, however the Live view does not work. I can't see the animation in 3den but ingame it works fine. Any tips on that? Share this post Link to post Share on other sites
rebel12340 46 Posted December 7, 2017 There's a similar post already in the dev-branch forum: Share this post Link to post Share on other sites
jts_2009 94 Posted December 7, 2017 This is nice. But anyone managed how to start that time line with condition? Like if variable 'StartTimeline' is true? Share this post Link to post Share on other sites
Andres97 17 Posted December 31, 2017 On 7/12/2017 at 5:44 PM, jts_2009 said: This is nice. But anyone managed how to start that time line with condition? Like if variable 'StartTimeline' is true? You can start via trigger a timeline using a bis fnc. Can't remember the exact name though. You can search the functions viewer inside the editor, its there. Share this post Link to post Share on other sites
Crielaard 434 Posted January 2, 2018 I use the functions, just hard scripted and it works fine. What I do need to try is make this MP compatible using remoteexec. 1 Share this post Link to post Share on other sites
Andres97 17 Posted July 12, 2018 On 1/1/2018 at 9:08 PM, Crielaard said: I use the functions, just hard scripted and it works fine. What I do need to try is make this MP compatible using remoteexec. Any progress in making this MP compatible? Share this post Link to post Share on other sites
Crielaard 434 Posted July 12, 2018 yes just make sure it runs at the same time, with all clients. Share this post Link to post Share on other sites
bcon117 12 Posted August 7, 2018 Could anyone please explain to me the proper syntax for the functions to trigger a key frame timelime? I have searched high and low for weeks. Seems like several people here know how to script it. I have found this in functions viewer for keyframe init, but it's all they have and it's incomplete: [_x, true] call BIS_fnc_richCurve_compute; forEach ([_x] call BIS_fnc_timeline_getSimulatedCurves); forEach (allMissionObjects "Timeline_F"); I have tried every iteration of this imaginable and I cannot play my timeline unless it's "Play from start" on a loop. All I need to do is play one timeline once through on a trigger lol... Share this post Link to post Share on other sites
nomisum 129 Posted March 7, 2019 (edited) <necroing thread> Clearly a lot of work went into this system, and its sounds so promising. Its a pity the documentation is still severely lacking. Amongst other things : how to address/play/pause/destroy timelines via script best practices how to attach a cam to it (camera module breaks 3den cam) Edit: It seems most things can be controlled via BIS fncs. Still digging/experimenting.. Edit2: Camera Module kind of works after reloading mission. Slowly getting somewhere. Edited March 7, 2019 by nomisum 1 Share this post Link to post Share on other sites
nomisum 129 Posted April 20, 2019 (edited) Sorry for doubleposting. Did anyone successfully manually start a timeline on a dedicated server? ([_timeline] call BIS_fnc_timeline_play;) For me everything works locally and in hosted MP, but on dedicated I get the following blob in my client rpt: 20:29:04 Error in expression <S_fnc_slerp; }; } else { switch ([_keys select (_InterpNode - 1)] call BIS_fnc_k> 20:29:04 Error position: <select (_InterpNode - 1)] call BIS_fnc_k> 20:29:04 Error Zero divisor 20:29:04 File A3\functions_f\Animation\Curve\RichCurve\fn_richCurve_getCurveValueVector.sqf [BIS_fnc_richCurve_getCurveValueVector], line 95 20:29:04 Error in expression <hen { private _Alpha = (_time - ([_keys select (_InterpNode - 1)] call BIS_fnc_k> 20:29:04 Error position: <select (_InterpNode - 1)] call BIS_fnc_k> 20:29:04 Error Zero divisor 20:29:04 File A3\functions_f\Animation\Curve\RichCurve\fn_richCurve_getCurveValueVector.sqf [BIS_fnc_richCurve_getCurveValueVector], line 77 20:29:04 Error in expression <de] call BIS_fnc_key_getTime) - ([_keys select (_InterpNode - 1)] call BIS_fnc_k> 20:29:04 Error position: <select (_InterpNode - 1)] call BIS_fnc_k> 20:29:04 Error Zero divisor 20:29:04 File A3\functions_f\Animation\Curve\RichCurve\fn_richCurve_getCurveValueVector.sqf [BIS_fnc_richCurve_getCurveValueVector], line 73 Edit: I gave up implementing this as it doesnt seem to work on dedicated no matter what – if it works (not with cam but with vehicles at least), its choppy af because the positions are presumably synchronized. What is missing is an option in 3DEN to make Curve_F/Timeline_F local only so you dont need to take in account any server sync. Its really a pity, being able to visually see your camera path with all easing options would be a gamechanger if only it would work. Edited April 27, 2019 by nomisum added PS Share this post Link to post Share on other sites