About Store Forum Documentation Contact



Post Reply 
Animations in WE
Author Message
TBJokers Offline
Member

Post: #1
Animations in WE
I just thought setting an animation like Idle and such for stuff, or what you would like. it would be great being able to set some kind of animations direct into the world editor so you don't need to mess around coding every static npc doing animations and such smile what do you guys think?

Man, it's always that semicolon...
01-14-2012 12:01 AM
Visit this user's website Find all posts by this user Quote this message in a reply
scotty1121 Offline
Member

Post: #2
RE: Animations in WE
Great idea TBJoker, this will be perfect for quick environmental projects which rely on attention to detail, take this as an official +1
01-14-2012 12:54 AM
Find all posts by this user Quote this message in a reply
BlackHornet Offline
Member

Post: #3
RE: Animations in WE
in general you should add an object property with the idle-animation name, and your code will play that animation by default.

I know a few engines, some uses transition tables and animation states (code sided blending of anim states using the transition table, example from Vision Engine: http://www.havok.com/sites/default/files...20Tool.jpg ).
Others use some kind of an animtree that is like a conditioned animation system (example from UDK: http://unreal-level.ru/uploads/posts/201...creen1.jpg )


you can implement both options in EE, create the EditorTool and provide the it to your designers, so they can use it...then you dont need to do anything manually in code anymore smile

Urbanity Online: http://www.facebook.com/pages/Urbanity-Online/162454237136358
Join the Esenthel IRC Channel @ Freenode: http://webchat.freenode.net/?channels=##Esenthel
(This post was last modified: 01-14-2012 11:46 AM by BlackHornet.)
01-14-2012 10:45 AM
Visit this user's website Find all posts by this user Quote this message in a reply
TBJokers Offline
Member

Post: #4
RE: Animations in WE
So what you mean is to add an object parameter named animation? i don't quite seem to understand.

Man, it's always that semicolon...
01-14-2012 03:29 PM
Visit this user's website Find all posts by this user Quote this message in a reply
BlackHornet Offline
Member

Post: #5
RE: Animations in WE
what i mean is: add a string property to your base npc object that will hold the idle animation file name for example.

In your code you will have to read that property and play the animation. then you wont have to change the code anymore, and the level designers can define any "initial" animation for the NPC standing/lying/jumping around wink

Urbanity Online: http://www.facebook.com/pages/Urbanity-Online/162454237136358
Join the Esenthel IRC Channel @ Freenode: http://webchat.freenode.net/?channels=##Esenthel
01-14-2012 03:46 PM
Visit this user's website Find all posts by this user Quote this message in a reply
Esenthel Offline
Administrator

Post: #6
RE: Animations in WE
I was thinking of adding similar list of player animations to the world editor, this most probably be added in the future
01-15-2012 01:22 PM
Find all posts by this user Quote this message in a reply
Post Reply