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Re: Help requested! :) - Vehicle animations [message #487398 is a reply to message #487394] |
Mon, 28 April 2014 09:51 |
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Jerad2142
Messages: 3808 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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Click the animation button at the bottom of the gmax/3dsmax, then move the animation slider to the frame you want to animate, rotate/move the parts you want the way you want them.
Export with animations
Success.
Animation name would be:
ModelName.ModelName
For more complex things you export the model as "Hierarchical Model" then you export again as "Pure Animation" naming the animations what you want, each time selecting the "Hierarchical Model" as the skeleton of the "Pure Animation"
Animation Name would be:
HierarchicalModel.PureAnimation
Visit Jerad's deer sweat shop
[Updated on: Mon, 28 April 2014 09:53] Report message to a moderator
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Re: Help requested! :) - Vehicle animations [message #487401 is a reply to message #487391] |
Mon, 28 April 2014 12:57 |
UnitXc
Messages: 116 Registered: March 2009
Karma: 0
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Recruit |
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so does that mean i export the model once as a "hierarchical model" without any animation as for example Gattank.w3d
and then export a second clone of the first as "Hierarchical Animated model" with the animation of the barrels spinning as like Gattank_spin.w3d
?
i wouldnt want the animation to be playing all the time.. :S how does it know when to do what..
[Updated on: Mon, 28 April 2014 12:58] Report message to a moderator
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Re: Help requested! :) - Vehicle animations [message #487402 is a reply to message #487391] |
Mon, 28 April 2014 17:10 |
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You need scripting to make the barrel-rotates-when-shooting work. Not sure which script is the right one for that off the top of my head but there is definatly one available in scripts 4.1.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: Help requested! :) - Vehicle animations [message #487419 is a reply to message #487408] |
Tue, 29 April 2014 12:45 |
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Mauler
Messages: 448 Registered: May 2003 Location: Alberta, Canada
Karma: 0
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Commander |
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Jerad Gray wrote on Tue, 29 April 2014 09:42 |
Mauler wrote on Tue, 29 April 2014 02:29 | It is not.. We have tried that..
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I had it work the other day, I just had to make Fire1Anim(or possibly just the animation) play the stopped animation.
Try LE settings like this:
Animation:
tank.stopped
Fire0Anim:
tank.fire
Fire1Anim:
tank.stopped
(Its possible that it fell apart, but I could have sworn it worked at one point during 4.0).
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Yeah we tried that but using that LE setting only gave us one frame of the animation we made for it.. so it did work just only with one frame playing and then it would stop haha..
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Re: Help requested! :) - Vehicle animations [message #487423 is a reply to message #487409] |
Tue, 29 April 2014 17:03 |
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Mauler
Messages: 448 Registered: May 2003 Location: Alberta, Canada
Karma: 0
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Commander |
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Gen_Blacky wrote on Tue, 29 April 2014 09:45 | yea the model just needs a 1 frame animation and it should work in le.
you can also use that raven_vehicle_animation or similar scripts.
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Yeah we got it working using the Raven scripts... Both Primary and Secondary now have animated rotating barrels
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