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FPSC Classic Scripts / How do I access the additional animations that are contained in the models?

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Brian In Korea
15
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Joined: 1st Mar 2009
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Posted: 5th Mar 2009 21:51
I loaded AI.X into fragMOTION so I could see the animations it contained. I noticed it had some swim motions animated from frames 444-493. I thought I could make a copy of the AI(Assault).fpe and at the end of the file add

anim92 = 444-493

then rename the fpe.

I thought I could use the action :animate=92 but that didn\'t work. I changed anim16 from

anim16 = 523,552 to anim16 = 444-493

but using the action :animate=16 didn\'t play the swim animation, it played the get up back animation.

How do I access the additional animations that are contained in the model?
Gamer X
16
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Joined: 1st Feb 2008
Location: Planet X
Posted: 5th Mar 2009 22:24
The swimming animations are actually freeform animations. Going by the community guide, if you want to use these animations you need to code in a script, for animate=X where x = 40 for freeform idle, 41 for freeform move, and for weapons it is 90 for idle and 91 for move


Programador hispano
18
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Joined: 11th Jul 2006
Location: Dallas, TX
Posted: 5th Mar 2009 22:45
this list might help you. it might be a start point.

...........(o o)........
--oooO--(_)--Oooo---

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Brian In Korea
15
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Joined: 1st Mar 2009
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Posted: 5th Mar 2009 22:52
So it seems like the animXX are hardcoded in and most can't be changed. The only ones that can have alternative frames assigned to them are anim40, anim41, anim90, and anim91 ...so I can define anim41 as :anim41 = 444-493 and then the entity will reflect those frames from the model's animation sequence, i.e. swim ?

If I made a custom animation in FragMOTION or ms3d how would I get them to show up in FPSC. Where do I tell FPSC which frames I want to be considered animation 1?

Does using the action :animate=1 always play frames 109 to 209 of my animation sequence?
Airslide
20
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Joined: 18th Oct 2004
Location: California
Posted: 5th Mar 2009 23:53
If you edited the FPE make sure to delete the BIN file first

Programador hispano
18
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Joined: 11th Jul 2006
Location: Dallas, TX
Posted: 6th Mar 2009 00:59
If you for example make a new walking animation with ms3d at the end of stock animations, just make sure to write down the start and end frame #'s, then type them in the fpe in the anim2= , but in your case you would make the new animation (at the end of all of them), write the frame #'s, then type in the fpe file .

You can not change what the animXX will do, but you can adapt animations to the ones already there. Follow the list I gave you before.

And if you want completely new animations like melee attacks you make them the same way, make new ones at the end of the animation sequence in ms3d or fragmotion, add anim92 and so forth at the end of the fpe plus you have to make a script file that will tell the engine what to with those animations.

...........(o o)........
--oooO--(_)--Oooo---
Brian In Korea
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Joined: 1st Mar 2009
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Posted: 6th Mar 2009 07:16
I sort of tried that, but I wanted to use animation frames that already exist. I know that frames 444-493 of the AI.X file contain the swim animation. I thought I could define an anim92 and refer to those frames (anim92=444, 493) in the FPE but it didn't work for me. Do you think that if I copied and pasted those frames to the end of the animation this would have a different effect?

What I'm currently thinking is that I'm missing a stage. From what I've seen with exporting from 3ds Max with the Pandasoft X exporter, you set the animation index (defining which frames are the walk cycle and so on) during the exporting stage. I didn't see this option when I opened the animation in fragMOTION. Is there a way to re-index the animation, so that I can set any frames from the animation sequence to anim1, anim2 and so on?

This is far more complicated that I thought it would be. I thought that since the frames of animation already exist in the AI.X file that I could simply point to them and use them. Maybe I can. I will try Gamer X's approach of using anim91=444,493 since anim91 seems to be reserved for freeform weapon moving animations. Even though I have no idea how those spots (40,41,90, and 91) are reserved (which is giving me the impression that they are some how hardcoded in). How can anim1 be reserved for the idle animation? Shouldn't I be able to define it in the fpe and set it equal to any frame I want?

I wish there was some documentation, book, or website I could refer to. I'm willing to put in the time I just need a path to follow.

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