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1B1KSniper

Animation editor is out!

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Well Dschulle, i would just like to thank you very much for the tool, as said before, many of us are not graced with the presence of Maya on there computer (although i still prefer Lightwave smile.gif ) Personally, i find the tool fine. I really see no big atomic bugs in here. Hell i don't see any small ones, it works great for me. I, and the community, thanks you for your persistence in getting this tool out, it really is a giant step.

@teacups

Yes, I have Deep Exploration, but it cannot convert my .lwo/.lws files into .ma, simply because i don't have Maya on my computer. Its not even able to open and/or view the files, which i find a little odd. confused.gif So, the only way i can see that i would be able to convert is with some sort of LW plugin or Lscript (the Lightwave equivelent of Maya .mel scripts) But, for months, i have yet to find one anywhere. sad.gif I would love to be able to use bones and IK setups. Hell, if only they made a .ma exporter on messiah:animate, then i would still be very happy. O well, back to the drawing board.

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Maybe now someone can finally change the rifle position on aiming soldiers!? Anyone understand why BIS has let the soldiers put the buttstock off the rifle on the biceps? (gee that hurts especially with a .308)

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Can someone make a VIDEO tutorial for green newbie's ? .

Like some guy who's maked tutorial about making roadway in O2.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (TYsiEK @ Dec. 28 2002,10:03)</td></tr><tr><td id="QUOTE">Can someone make a VIDEO tutorial for green newbie's ? .

Like some guy who's maked tutorial about making roadway in O2.<span id='postcolor'>

Thats me wink.gif Pins is explaining it to me over icq so hopefully soon.

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Damn, when I try to start it it gives me this error message:

"Error reading Top View->CentX:Ausgewahlter Druker ist ungultig"

I´m using Windows 98SE

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this strange Error occurs, when a printer in the system settings is not properly configured. allready working on this problem....

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (peanuckle_00 @ Dec. 29 2002,18:00)</td></tr><tr><td id="QUOTE">I am willing to offer my services as an animator.<span id='postcolor'>

Erm....services to who? If you want to animate, then animate. confused.gif

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So can someone write us a line from .cpp to config some new animation ?. I don't mean proxy position in .rtm files. I mean some new animation with new action.

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A Daishi.

After that a Bushwhacker, Vulture and another one I can't remember right now.

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And can somebody tell me how i can test my new animation in OFP confused.gif!!! What must i write in .cpp to see my animation after press some new action ?

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Uhmmm ........tysiek, lets put on our thinking caps and do some back-engineering...hehe...

OFP engine rules-

1. animation of an object is a saved file.

2. the object will not animate until a command is play.

3. the command is linked to an action revolving around the main selected vertices/part.

4. Most of OFP's animation commands are hardwired to selected vertices of objects( classes)

OFP clues:-

1. Take a look at the animated gate. the command to make the gate animate is :- gatename animate [ arm, 1] in trigger :, therefore 'animate' is an additional animation command recognised by ofp engine.

2. if animate is a command, arm is the main selected vertices named whereby an animation is created revolving it and saved.

3. Where there is no command, the arm remains a static object. But when 'animate' is invoked, it raises it arms - a single animation.

Therefore would it be possible to use the trigger command animate provided i created the animation? Just an idea, nothing groundbreaking, lol!

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No. The gate is not animated with a .rtm.

I just posted a .rtm-related .cpp on the OFPEC forum. Under "Addon Editing: General", there's a thread dedicated to Dschulle's new tool. Hope it helps..

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Hmmm i didn't find config for that what i need. There's only configs for soldier moves, not actions. This animations is only activated by press "W" key etc.

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Look: i have two actions

scudLaunch="scudlunch.rtm";

scudStart="scudstart.rtm";

Where can i configure scudLaunch action (configure displayname of action and etc.) and add some script for it ? I think it should be possible.

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I don't think you can configure that anywhere. It looks pretty hard-coded to me.. Hope i'm wrong.

I'm not sure you can animate anything you want. I mean any class of objects. Other than animating soldiers, .rtms are only used for very few things (e.g. scudlauncher, resource objects).

As you can see, "scudLaunch" is a property of the "LandVehicle" class. And animation for resource objects is assigned through the "animation" attribute. I see no way of modifying anythin in this area. But then again.. i'm no config guru..

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Hey i have bad news. I think this animations is not working with air class sad.gif .

If yes, please can someone fix this cpp lines ?

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class T_Osprey

{

units[] = {T_Osprey};

weapons[] = {};

requiredVersion = 1.91;

};

};

class CfgMovesMC

{

class Default {};

class States

{

class Ospreyr11: Default

{

file="\T_Osprey\ospreyr1.rtm";

speed=22;

looped=0;

};

class Ospreyr22: Default

{

file="\T_Osprey\ospreyr2.rtm";

speed=22;

looped=0;

};

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Air: AllVehicles {};

class Helicopter: Air {};

class T_Osprey: Helicopter

{

vehicleClass = "Air";

Side=1;

crew="SoldierWPilot";

accuracy=0.30;

DisplayName = "T_Osprey";

mainRotorSpeed=5.000000;

backRotorSpeed=5.000000;

typicalCargo[]={"Soldier","Soldier","SoldierLAW","SoldierLAW"};

scope=2;

driverAction="ManActUH60Pilot";

gunnerAction="ManActUH60Pilot";

gunnerUsesPilotView=1;

soundEngine[]={"\T_Osprey\osprey.wss",0.316228,1};

Model="\T_Osprey\osprey.p3d";

transportSoldier = 25;

maxSpeed=500;

armor=110;

weapons[]={};

magazines[]={};

nameSound="blackhawk";

fov=0.5;

cost=10000000;

type=VAir;

threat[]={0.1, 0.8, 1.0};

animated=1;

class Animations

{

class doors

{

type="rotation";

animPeriod=3;

selection="doors";

axis="doorsoska";

angle0=0.100000;

angle1=0.000000;

};

class aramp

{

type="rotation";

animPeriod=3;

selection="theramp";

axis="rampaxis";

angle0=0.000000;

angle1=0.600000;

};

};

class UserActions

{

class ChangeRotorEngine1

{

displayName="ChangeRotor";

position="ChangeRotor";

radius=2.5;

condition="this animationPhase ""T_Osprey"" >= 0.5 and player distance this < 20";

statement="this animate [""Ospreyr22"", 1] ; this animate [""Ospreyr11"", 1]";

};

class ChangeRotorEngine2

{

displayName="ChangeRotorBack";

position="ChangeRotor";

radius=2.5;

condition="this animationPhase ""T_Osprey"" < 0.5 and player distance this < 20";

statement="this animate [""Ospreyr22"", 1] ; this animate [""Ospreyr11"", 1]";

};

class Open

{

displayName="OpenDoors";

position="doors";

radius=2.5;

condition="this animationPhase ""doors"" < 0.5";

statement="this animate [""doors"", 1]";

};

class Close

{

displayName="CloseDoors";

position="doors";

radius=2.5;

condition="this animationPhase ""doors"" >= 0.5";

statement="this animate [""doors"", 0]";

};

class Openramp

{

displayName="OpenRamp";

position="doors";

radius=2.5;

condition="this animationPhase ""aramp"" < 0.5";

statement="this animate [""aramp"", 1]";

};

class Closeramp

{

displayName="CloseRamp";

position="doors";

radius=2.5;

condition="this animationPhase ""aramp"" >= 0.5";

statement="this animate [""aramp"", 0]";

};

};

};

};

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I don't think it'll work like this:

this animate [""Ospreyr22"", 1]

since the animate is imho only for animations, like rotation defined above.

For *.rtm animations try playmove/ switchmove

Another info: a new version of OFP-Anim will be released soon, see AEF-Campaign Webpage for more information.

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