Mod/dev Small Question On Animations

NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
<div class="IPBDescription">Need to know what NS/HL is looking for</div>
I desperately need to know how the primal scream and charge animation works in NS. I've made several attempts at modifying these and things just don't work.

The scream animation plays - but the scream idle is just the spore idle. The transition animations from ANYTHING to scream and vice versa do not play correctly.


The charge animation - the actual attack does not play properly.


This makes it hard to do anything with the v models other than reskin them. Does anyone know if there's a frame limit or some odd coding involved? Please help! I've sent another PM to the animator of the v_weapons but IIRC I didn't get a reply last time, probably wont this time either.


HELP!

Comments

  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    There is nothing special about these animations or models, so if you put the animations in there, they should work as well as they do in NS (which may not be very well for these abilities in particular, as they're a bit weird).
  • rabbityrabbity Join Date: 2003-07-02 Member: 17866Members
    omg its flayra in the models forums! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    holy shiznit, I didn't expect The Chief!


    Erm.... well thats me silenced. As it happens, the anims don't work well, they jumble. Oddly. Everything fine up to weapon four then spluurrrrrrrrggggge.

    Ta Flayra! I'll keep at it though, in my offtime, in case I can find some sort of happy medium, hehehe.
  • SkinnYSkinnY Join Date: 2002-11-07 Member: 7500Members
    omg :O the mighty Flayra loves you... you are my new high-priest !
  • DocterJDocterJ Join Date: 2003-04-09 Member: 15357Members
    The FLAYRA has posted!!

    WORSHIP! WORSHIP!!



    Did you check them out in HLMV or in game?
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    They work perfectly in HLMV, but ingame the 4th weapons are jumbled. Not too sure why, nor why the defaults work perfectly.

    Still, things like this keep our brains in a job.
  • BrigadierWolfBrigadierWolf Join Date: 2003-05-30 Member: 16876Members, Contributor
    Well, the 2 common problemsAre that either you changed the position of the joints in the reference model, in which case you need to reanimate, or, you might have accidentally exported the animations as reference SMD's instead of sequence SMD's.. Umm.. check those two things, Might solve the problem
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Brig, tbh, I'm very new to this caper, and am relying heavily on HLMV to tell me if things are working or not.

    I'm pretty sure (but not entirely confident) that they're all origined and jointed ok, since tbh the onos and lerk v models I'm using are hackjobs combining other models and simple animations. The animations work on the other models, but bork themselves when applied to these 3rd hive weapons.

    I'm currently hoping that they'll end up hosted somewhere, so ideally if you've a quiet period and you're bored you can have a quick look for your own amusement.

    Its got me baffled. I think I'll spend some time watching the default anims ingame and making comparisons - just find it odd that animations are "switched around" despite the correct naming and afaik correct order in the references.
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