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Re: bone animation [Re: Storm_Mortis] #281163
07/25/09 18:15
07/25/09 18:15
Joined: Jun 2008
Posts: 402
Germany
S
sebbi91 Offline OP
Senior Member
sebbi91  Offline OP
Senior Member
S

Joined: Jun 2008
Posts: 402
Germany
bringt leider nichts, auch das umbenennen!


3D-Gamestudio A8 - Commercial
Re: bone animation [Re: sebbi91] #281165
07/25/09 18:25
07/25/09 18:25
Joined: Sep 2006
Posts: 99
BS, Germany
Storm_Mortis Offline
Junior Member
Storm_Mortis  Offline
Junior Member

Joined: Sep 2006
Posts: 99
BS, Germany
ich würede dir vorschlagen einfach mal ein test model zu bauen ind da simpelste anims zu addieren, bis du mit sierheit weisst wie was funktioniert.

das ist zwar nicht so spannend aber hilft meinst echt gut^^


it found a voice ... now it needs a body
Re: bone animation [Re: Storm_Mortis] #281252
07/26/09 13:17
07/26/09 13:17
Joined: Jun 2008
Posts: 402
Germany
S
sebbi91 Offline OP
Senior Member
sebbi91  Offline OP
Senior Member
S

Joined: Jun 2008
Posts: 402
Germany
deutsch:
------------------------------------------
ahhh !!
Man ist das nervig!
da kriegt man ja ne Macke! o.O
Ich probier schon seit gestern abend ununterbrochen neue Kombinationen aus!
Hab alles erst mal Tstweise in einem neuen Script gelegt!(wie du gesagt hast)
Ist also bei weitem überschaubarer!


Wer einen versuch wagen möchte kann gerne mitmachen!
http://rapidshare.com/files/260225795/ANGLE-bug.zip

Key_a= linken arm animieren
Key_s= rechten arm animieren
Key_d= linken und rechten arm animieren (BUG)


Vieleicht kommt einer von euch dahinter ^^

english:
------------------------------------------
ahhh !!
this is so stupid!
The Script is now shorted and more simple!

Who wants to risk try , here is the Link!
http://rapidshare.com/files/260225795/ANGLE-bug.zip

Key_a= left arm animate
Key_s= right arm animate
Key_d= left and right arm animate(BUG)

Maybe someone could solve it^^

/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
[EDIT]
I uploaded the wrong file!
replace the old script with this
Quote:

///////////////////////////////////////////////////////////////
// (c)by INDUSTRIAL GAME SCIENCE -[Main script] ///////////////
///////////////////////////////////////////////////////////////
#include <acknex.h>
#include <default.c>

#define PRAGMA_PATH "fonts"


var standanim;
var walkanim;
var pushanim;
ANGLE head_angle;
ANGLE body_angle;
ANGLE breast_angle;
ANGLE arm_left_angle;
ANGLE arm_right_angle;
VECTOR distanz;

var leftarm_take_anim;
var rightarm_take_anim;

action playertest()
{
my.scale_x=0.09;
my.scale_y=0.09;
my.scale_z=0.09;

set(my,POLYGON|CAST);
my.emask|=ENABLE_SHOOT|ENABLE_BLOCK|ENABLE_IMPACT|ENABLE_ENTITY;
vec_for_bone(head_angle,my,"head");//set an ANGLE for the Head rotation
vec_for_bone(breast_angle,my,"breast");//set an ANGLE for the Head rotation

while(1)
{
if(key_cuu-key_cud)
{
ent_animate(my, NULL, 0, 0); // setze alle Animationen zurück
walkanim += 6 * time_step; //erhöhe walk_speed; 1.5 setzt die Geschwindigkeit
ent_animate(my, "walk", walkanim, ANM_CYCLE); // animiere das Modell (benutze "walk")
}
else
{
ent_animate(my, NULL, 0, 0); // setze alle Animationen zurück
standanim += 1 * time_step; //erhöhe walk_speed; 1.5 setzt die Geschwindigkeit
ent_animate(my, "stand ", standanim, ANM_CYCLE); // animiere das Modell (benutze "walk"
}
if(key_cul-key_cur)
{
ent_animate(my, NULL, 0, 0); // setze alle Animationen zurück
walkanim += 6 * time_step; //erhöhe walk_speed; 1.5 setzt die Geschwindigkeit
ent_animate(my, "walk", walkanim, ANM_CYCLE); // animiere das Modell (benutze "walk")
}

if(key_a==1)//left
{
ent_bonereset_branch(my,"arm_up_left");
ent_bonereset_branch(my,"arm_up_right");
leftarm_take_anim +=6 *time_step;
ent_animate(my,"t_leftehw_h", leftarm_take_anim, ANM_ADD);
}
if(key_a==0&&key_d==0){ leftarm_take_anim=0; }

if(key_s==1)//right
{
ent_bonereset_branch(my,"arm_up_left");
ent_bonereset_branch(my,"arm_up_right");
rightarm_take_anim +=6 *time_step;
ent_animate(my,"t_rightehw_h", rightarm_take_anim, ANM_ADD);
}
if(key_s==0&&key_d==0){rightarm_take_anim=0; }


if(key_d==1)//left and right
{
leftarm_take_anim +=6 *time_step;
rightarm_take_anim +=6 *time_step;

ent_bonereset_branch(my,"arm_up_left");
ent_bonereset_branch(my,"arm_up_right");
ent_animate(my,"t_leftehw_h", leftarm_take_anim, ANM_ADD);
ent_animate(my,"t_rightehw_h", rightarm_take_anim, ANM_ADD);
}
if(key_s==0&&key_a==0&&key_d==0){leftarm_take_anim =0;rightarm_take_anim=0; }

wait(1);
}
}




void main()
{
ENTITY* temp;
ENTITY* map;

enable_polycollision = 2;

video_mode = 8; // screen size 640x480
video_depth =32; // 16 bit colour D3D mode
video_screen=1;
sound_vol = 100;
wait(1);
level_load("");
var terrain_chunk = 0;
ENTITY* sky = ent_createlayer("skycube+6.dds", SKY | CUBE | SHOW, 0);
sky.z = 30;
vec_set(sun_color,vector(100,100,100));

//Manage Level-creating
map=ent_create("outcast.hmp",NULL,NULL);
set(camera,SHOW);
temp=ent_create("test_ragdoll.mdl",vector(0,0,40),playertest);
camera.x=50;
camera.y=0;
camera.z=45;
camera.pan=180;

}


void close()
{
sys_exit ("und Tschüss");
}

void shortcuts_startup()
{
on_f10=close;
on_f9=main;
}
//IMPORTANT :ONE Empty String

PANEL* leftarm_anim =
{
digits(30,100, 4, _a4font, 1,leftarm_take_anim);
flags = SHOW ;
}
PANEL* righttarm_anim =
{
digits(60,100, 4, _a4font, 1,rightarm_take_anim);
flags = SHOW ;
}


Last edited by sebbi91; 07/26/09 13:27.

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Re: bone animation [Re: sebbi91] #281258
07/26/09 13:43
07/26/09 13:43
Joined: Jun 2008
Posts: 402
Germany
S
sebbi91 Offline OP
Senior Member
sebbi91  Offline OP
Senior Member
S

Joined: Jun 2008
Posts: 402
Germany
@Storm_Mortis

ACh du SCHEI** !!!!
Ich glaub ich das Problem gefunden!
Ich hab genau wie du gestern gesagt hast das Model mal mit der T Position animiert und schon bekomme ich keine Angle bugs mehr!

Das ist allerdings realtiv ungünstig, weil ich die T position zum Texturieren und Bone punkte setzen brauche!

Das ist aber nicht gut!

Ich kann ja schlecht nachträglich die T position ändern oder jednn einzelnen Frame auf die Position ändern!
(außerdem sieht es nicht sonderlich gut aus wenn der Player wie Jesus mit unsichtbarem Kreuz durch das Level rennt! ^^)

Was mach ich den jetzt?
wenn de willst kann ich dir ja mal das funktionierende Modell schicken!


Last edited by sebbi91; 07/26/09 13:45.

3D-Gamestudio A8 - Commercial
Re: bone animation [Re: sebbi91] #281260
07/26/09 13:46
07/26/09 13:46
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
2 ways, that I would shoose:

1. Trying to combine other animations: legs running, head talking, arm aiming...
2. Avoiding the problem: bone animations are 'cheap', add an animation with both arms aiming

Do you want to aim at different enemies at once?, like in Tomb Raider?

EDIT: Vergiß meine Vorschläge! Storm_Mortis Analyse ist einfach durchschlagend!

Last edited by Pappenheimer; 07/26/09 13:52.
Re: bone animation [Re: sebbi91] #281261
07/26/09 13:49
07/26/09 13:49
Joined: Dec 2008
Posts: 605
47°19'02.40" N 8°32'54.67" E...
hopfel Offline
User
hopfel  Offline
User

Joined: Dec 2008
Posts: 605
47°19'02.40" N 8°32'54.67" E...
Das ist immer so eine Sache, wenn man ein Modell erstellt, die Bones drauftut und Animationen draufschmeisst und man dann merkt, dass man die Anfangsposition verändern muss... Aus meiner Erfahrung würd ich sagen: lösche alle Animationen und mach sie neu, dann ersparst du dir später viel Arbeit. Und nächstes Mal wenn du ein Modell animierst machst du den selben Fehler nicht noch einmal. smile


Hilf mir, dir zu helfen!
Re: bone animation [Re: hopfel] #281263
07/26/09 14:01
07/26/09 14:01
Joined: Jun 2008
Posts: 402
Germany
S
sebbi91 Offline OP
Senior Member
sebbi91  Offline OP
Senior Member
S

Joined: Jun 2008
Posts: 402
Germany
@Pappenheimer
no , but my player could choose what kind of weapon he care in what hand!
Its like Halo2!
http://www.youtube.com/watch?v=91qQ7R30nAw&feature=related
(sorry but i did only found the DS version who shows what I mean)

And carry pistol looks different like care a knife!
and if he only care one Pistol the other Hand wont be used!
And so it needs different animations!

I hope you understand what I try to say!


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