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Animation
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Seba Offline
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Post: #1
Animation
I want make shot animation.
First when i push Ms.b(0) i want move hands up.
Then when i hold Ms.b(0) and push Ms.b(1) i want to shot and play another animation but from moment when hands are up. When i let go Ms.b(0) i wont to have hands down and ready to move.
How i can make somethink like that?
11-07-2009 12:27 AM
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Esenthel Offline
Administrator

Post: #2
RE: Animation
in Bloody Massacre tutorial there is arm aiming
11-07-2009 12:30 AM
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Seba Offline
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Post: #3
RE: Animation
Thanks. I look to BM source and done it.
But have one more ask to this code. How i can make when hands are up play animation shot? I cant make it. In shot anim i move hands but they don't move.

Ok every think is ok now. Thanks again.
(This post was last modified: 11-07-2009 10:43 PM by Seba.)
11-07-2009 10:10 AM
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Seba Offline
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Post: #4
RE: Animation
In engine I have:
Quote:struct Animation
{
Flt b_turn_l, t_turn_l, // blend and time value of turning left animation
b_turn_r, t_turn_r; // blend and time value of turning right animation

Flt stand_crouch, // stand 0..1 crouch blend value
stop_move , // stop 0..1 move blend value
walk_run , // walk 0..1 run blend value
loose_ready , // loose 0..1 ready blend value
forward_back , // forward 0..1 back blend value
left_right , // left 0..1 right blend value
straight_strafe; // straight 0..1 strafe blend value

Flt strafe_yaw, // -1..1 value
lean ; // -1..1 lean value

Flt time , // 0..Inf, default=0 , character movement animation time
speed , // 0..Inf, default=0.68 , character movement animation scale factor, this affects only animation speed, you can change it when setting different 'Chr::speed' values so the animations will be played proportionally to movement speed, suggested formula : Chr::anim.speed=Chr::speed/6
unique; // 0..1 , default=RandomF(), character unique value used for animation offsets

// flying values
Flt fly,
fly_x,fly_z,
fly_strafe,fly_turn,
fly_full_body;
}anim;

struct SkelAnimCache // Skeleton Animation Cache, these are the pointers to character default animations, you can replace them with custom ones, for example 'walk=cskel.getSkelAnim("custom walk.anim")'
{
SkelAnim
*fist_l , // left fist
*fist_r , // right fist
*stand , // stand still
*ready , // ready pose
*crouch , // crouch still
*turn_l , // turn left
*turn_r , // turn right
*walk , // walk forward
*run , // run forward
*crouch_f , // crouch and move forward
*crouch_l , // crouch and move left
*crouch_r , // crouch and move right
*strafe_wl, // strafe left walking
*strafe_wr, // strafe right walking
*strafe_l , // strafe left running
*strafe_r , // strafe right running
*dodge_l , // dodge left
*dodge_r , // dodge right
*floating ; // float still
Int head, neck, body,body_u, arm_ru,arm_lu, leg_lu,leg_ru,leg_ld,leg_rd, hand_l,hand_r, foot_l0,foot_r0; // indexes of skeleton bones found in 'cskel', -1=none
}sac; // not saved in SaveGame
How i can add or change something in this struct. I can overwrite it in my player struct or have to done every think by my self?
01-15-2010 11:52 PM
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Esenthel Offline
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Post: #5
RE: Animation
you must add new elements in your own struct
01-16-2010 12:18 AM
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