Maximum Animation frames [message #38247] |
Sun, 10 August 2003 15:26 |
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Halo38
Messages: 955 Registered: February 2003 Location: UK
Karma: 0
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Colonel |
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I have made a 600 frame animation of moving targets for a target range that loop, I have set it up in level edit the same way as I have done many a 'staticanimphys' (like spinning fans.etc) but the animation wont play at all in game (it will do in W3D viewer)
I was thinking it could be the number of frames....... does any one know the limit?
Cheers :tellme:
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Re: Maximum Animation frames [message #38262] |
Sun, 10 August 2003 15:52 |
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NeoSaber
Messages: 336 Registered: February 2003
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Halo38 | I have made a 600 frame animation of moving targets for a target range that loop, I have set it up in level edit the same way as I have done many a 'staticanimphys' (like spinning fans.etc) but the animation wont play at all in game (it will do in W3D viewer)
I was thinking it could be the number of frames....... does any one know the limit?
Cheers :tellme:
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I don't know if there is a limit or not. I do know animations can have hundreds of frames in them. The Ion Cannon's firing animation is around 350 frames, and runs at 30 fps.
If the animation works in the W3Dviewer, then its probably something in Level Edit you got wrong.
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
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Maximum Animation frames [message #38317] |
Sun, 10 August 2003 18:24 |
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Halo38
Messages: 955 Registered: February 2003 Location: UK
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Colonel |
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MonkeyPhonic | has it got anything to do with the number of keyframes?
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........... I have 270 key frames....... Dam thats alot.......
I wasn't sure how to make the targets hold still when they pop out so i made them jitter on the spot between very small co-ordinates so it looks like they are still.
could this be the problem...?
Online Portfolio - www.chettle1.com
Renegade projects - Halo38's Den hosted by www.laeubi.de
Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena
Mod Wars Veteran
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Maximum Animation frames [message #38401] |
Sun, 10 August 2003 22:41 |
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NeoSaber
Messages: 336 Registered: February 2003
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Once I mis-spelled the animation name and it took me three days to realize it. If that's wrong the animation won't work. That actually brings me to another point. You don't need the animation name unless you are loading the animation from a seperate file. Just leave the animation name blank if the model and animation are in the same .w3d as it appears you've done with your targets model.
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
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Maximum Animation frames [message #38423] |
Mon, 11 August 2003 03:02 |
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General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
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General (1 Star) |
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Halo38 |
Collision mode = push
animation mode = loop
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Change it to "None" and "Manual" see if that helps. I know sometimes when I've used other settings the animation wouldn't play.
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Maximum Animation frames [message #38443] |
Mon, 11 August 2003 05:07 |
MonkeyPhonic
Messages: 75 Registered: August 2003
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270 keyframes in a 600 frame anim? eek theats a lot. There are ways of making things stay still between movements, tho how you do it is different depending on wether it's rotational or linear movement.
pm me for my messenger name and I'll talk u through some ways of tidying up ur animation tracks
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