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Andres97

Key Frame Animation

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Oh wow. I didn't know that page existed. I'll look at it. Thanks!

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This is nice. But anyone managed how to start that time line with condition? Like if variable 'StartTimeline' is true?

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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.

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I use the functions, just hard scripted and it works fine. What I do need to try is make this MP compatible using remoteexec. 

  • Haha 1

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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?

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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...

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<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 by nomisum
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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 by nomisum
added PS

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