New animation
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Definately beta. For a start the Omega 13 system is in the video which wasnāt used, some of the other nebulas donāt exist and that planet texture is also not used that you can see. The depot model still has letters on it as well. Planetscape backgrounds were different, and wtf is with the FL disco? I donāt even think Juni was Juni back then either. Shame they removed some of the good stuff and left us with half a game, but there you go
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well ive a basic idea of how it does workā¦. i cant go into details as i never did it before and dont have the time to do tests atm
but from what i see the animations are pretty simple
via UTF you can definy which objects should interact
parent = root
child = component
for every wing you have 2 nodes which describe their starting state and the end state
so in the end you need to create a ship with 2 components and 4 animation nodesanimations are being run in a simple way by setting different coodinates describing which āpathā the animation should go
to draw a simple picture of how it does/might work:
take 2 needlesā¦ stick them in a piece of woodā¦ connect them with a cordā¦ and now take one needle and stick it into a different place on the wood
et voila an animation -> the cord was your moving component (wing)hope you get the pictureā¦ thats how animations work
simple, effective, not that much time consuming, a bit primitive (imho) -
First off you need to add a Joint to the CMP, no Joint = no animation, you then need to attach it to itās āParentā and assign the āChildā, this is the component in the CMP you want to animate, yes we are talking multiple component CMPs something most of you donāt want to know about. After that you have to get the Joints orientation right, then set itās rotation coordinates, this sets the plane that joint will work in, then you have to set how far the joint will āopenā during the animation.
None of this can be done in Milkshape as the CMP exporter doesnāt export joints, so your left with UTF_Edit, I think v3 will allow you to edit the rev & pris data nodes. This leaves you with 2 nodes still to add, they are the āheaderā & āframesā, this is where custom animations fall flat, as I have no idea how to replicate the data in these nodes, I know roughly whats in them, just not how their coded. Frames is just that āframesā, a bit like frames in a movie, for a smoothish animation you need 25 frames for each second of the animation, the āheaderā is the instuctions on how to join it all together.
This is the rev data for br_elite, the āoriginā is the location on the model that the joint is attached to, the āRotation Matrixā is how you set the rotation coordinates, donāt ask how to work that out as it was a lot of trial & error on my part (I suck at maths), āAxis Rotateā is the orientation of the joint, and āAngle(Radians)ā is how far the joint āopensā.PS thatās v4 of UTF_Edit, I think itās still classed as a beta, meaning I doubt if itās publicly available for general use yet, :-[ sorry for teasing everyone with it
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Good work guys, I hope you can find a way to unlock animations,
And I also have that version of the UTF editor,
Or I did anyway >.< -
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let me guess ::) you copied the nodes from the crusader and put them into the defender, easy enough to do, but still leaves you with finding a trigger to use it properly rather than replacing the baydoor animation.
ok you meen it is easy?
copy the crusader ani to defender and test it!
It wont workitĀ“s more than copy&paste, but its easy
and later iĀ“ll test to make it with a hotkey, but it have timePS: of curse i have copied the nodes of the crusader and edit tham for Defender
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;D Did the same thing back in February with the rheinland battleships baydoor animation, I transfered it to a custom base I was working on, Iād already worked out the coordinates for the āoriginā in the ārevā data, it just took a lot of trial & error to get the orientation & Rotation Matrix lined up properly.