Animating Question

DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
<div class="IPBDescription">stupid smoothing crap.</div> Is there a way to turn off the animation-smoothing stuff so the animations go a bit more "chunky" so i can do my doom sprite weapons, i cant do them cause they wana move in and out a bit cause the animating in MS3D is programed to smooth itself out between frames, and becomes a huge problem sometimes.

K im done feeling like a noob now ^_^

Comments

  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    could you do double animations, and sorta "trick" the smoothing?

    example (in keyframe #)

    1 - 1 - 2- 2- 3- 3...

    this wouldn't un-do the smoothing, but it would be DEFENATLY choppy...
  • Billy_SilverfishBilly_Silverfish Join Date: 2003-04-20 Member: 15688Members
    edited May 2004
    Sounds like you might actually be referring to the HL view bob, in which case the only fix for it is to turn it off in the console - which affects all v_models. I think the command is cl_bob 0.

    edit: though I guess you could also be referring to some way you're switching between frames in the "2d" anim.
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    <!--QuoteBegin-Billy Silverfish+May 29 2004, 07:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Billy Silverfish @ May 29 2004, 07:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sounds like you might actually be referring to the HL view bob, in which case the only fix for it is to turn it off in the console - which affects all v_models. I think the command is cl_bob 0.

    edit: though I guess you could also be referring to some way you're switching between frames in the "2d" anim. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No.

    Between 30 frames if you put one key frame at one spot, and another at the middle, and another at the end of the frames with the model moved in a L position, it will try to smooth the L more like a half a U.

    And trying to trick it will not work when you have 500 frames for a fire animation. (Required AT LEAST for a sprite weapon)
  • ZeroByteZeroByte Join Date: 2002-11-01 Member: 3057Members
    500 frames? I'm not sure if that would even play properly. I think the way Del described is what you want. Here's a handy dandy illustration of the technique.

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    timeline
    -------------------------------
    1        12    23     34    4
    keyframes
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    Let's say keyframe 1 is the frame that brings the first sprite forward . You make a copy of the frame and put it beside the keyframe that moves the first sprite out of the way. That way, there is no time for the smoothing to take place.
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    I would copy, but there is time in between frames you know so i cant make a sprite weapon 30 frames or you will see it moving in between each frame. I know what im doing w/ the frames, i just need a way to turn off this smoothing bull.
  • ZeroByteZeroByte Join Date: 2002-11-01 Member: 3057Members
    Ohhh okay, I think I see where you're going with this now. That thing is the ingame interpolation and I don't think you can turn it off. However, you could try playing about with the FPS value in the QC files. Lowering the FPS might help hide the interpolation.
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    Its not ingame for the millionth time, i couldent care less about the bob.

    Im inches from letting you all animate this so you can see what i mean.
  • ZeroByteZeroByte Join Date: 2002-11-01 Member: 3057Members
    Well the animation will be ultimately be done by the HL engine. Turning off interpolation in milkshape would be useless tbh. The method del and I described ought to do what you want in the HL engine.
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    HL engine dont touch animations besides the bobing when you run.

    Unless you have a bone controller, of course, but that has to be coded for something like a turret
Sign In or Register to comment.