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ANIMATION MODE??
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Author:  Dr Victory [ Tue Jul 21, 2009 7:00 pm ]
Post subject:  ANIMATION MODE??

Hi can any of you modders out there list a description of the 4 animation modesor point me to some enlightening documentation (tried search forum and wiki already).

I am making a melee weapon and need it to run through a 12 frame animation in sequence every time the fire button is pressed.

Thanks in advance

Author:  CrazyMLC [ Tue Jul 21, 2009 8:06 pm ]
Post subject:  Re: ANIMATION MODE??

* 0 = NOANIM
* 1 = ALWAYSLOOP
* 2 = ALWAYSRANDOM
* 3 = ALWAYSPINGPONG
* 4 = LOOPWHENMOVING
* 5 = LOOPWHENOPENCLOSE
* 6 = PINGPONGOPENCLOSE

Author:  Roon3 [ Tue Jul 21, 2009 8:22 pm ]
Post subject:  Re: ANIMATION MODE??

Dr Victory wrote:
I am making a melee weapon and need it to run through a 12 frame animation in sequence every time the fire button is pressed.

Give it a short wind up time and multiple frames?

Author:  Dr Victory [ Tue Jul 21, 2009 10:20 pm ]
Post subject:  Re: ANIMATION MODE??

Roon3 yeah been working on that basis so far but probably incorrectly using mode 4

CrazyMLC cheers but what do you mean by open/close? and is there known limits on anim modes depending on class of object

e.g heads on actors cannot anim' I hear?

Author:  CrazyMLC [ Tue Jul 21, 2009 10:25 pm ]
Post subject:  Re: ANIMATION MODE??

Dr Victory wrote:
CrazyMLC cheers but what do you mean by open/close? and is there known limits on anim modes depending on class of object

e.g heads on actors cannot anim' I hear?

OPENCLOSE is probably for crafts.

Heads can animate as far as I know.

Author:  Grif [ Tue Jul 21, 2009 10:41 pm ]
Post subject:  Re: ANIMATION MODE??

Guns don't animate properly still.

If you want a melee weapon to animate properly you're going to need lua.

Author:  LowestFormOfWit [ Wed Jul 22, 2009 4:00 am ]
Post subject:  Re: ANIMATION MODE??

CrazyMLC wrote:
* 0 = NOANIM
* 1 = ALWAYSLOOP
* 2 = ALWAYSRANDOM
* 3 = ALWAYSPINGPONG
* 4 = LOOPWHENMOVING
* 5 = LOOPWHENOPENCLOSE
* 6 = PINGPONGOPENCLOSE


For weapons, Mode 4 should be named differently, as HeldDevices don't really 'move'.
For example, the Coalition Gatling gun is SpriteAnimMode = 4, and in the gatling gun's case, creates the "wind-up" effect. This would be LoopWhenFiring.

Author:  Dr Victory [ Wed Jul 22, 2009 8:38 am ]
Post subject:  Re: ANIMATION MODE??

Yeah you just have to watch it if you want it for a straight animation per shot you need to get the timing (anim duration and number of frames) to fit so the spin up animation wont look like the weapon is going into spasm also the number of rounds per minute would need tweaking to fit the animation speed.

sneak a request in here anyone fancy doing some animation proof of concepts so we can raise our game??

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