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| Topic Started: Feb 15 2014, 07:38 AM (241,691 Views) | |
| HENDRIX | Apr 23 2014, 10:35 AM Post #166 |
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Wrote another script, my programming "masterpiece" so far, I'd say: I with the theri, I edited the legs a lot, which caused them to wabble over the ground. I could have fixed that manually by moving the bip01 node for every frame for every anim but i prefered to write a script XD Was the hardest thing I've programmed yet, since I had nothing similiar to base on and wrote pretty much everything from scratch ![]() So far it is only useful if the foot stays on the ground all the time, I'm trying to get it working on walk anims too... |
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| Ignacio | Apr 23 2014, 10:38 AM Post #167 |
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Ex Corrupt Staff
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This time i did understand what you did Great job and it looks like you are having fun with it too which is great. Can't wait to see the results when the pack is released
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| samuel | Apr 23 2014, 10:45 AM Post #168 |
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sorry but this time I'm the one who does not understand ![]() what exactly does the new script? |
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| HENDRIX | Apr 23 2014, 10:58 AM Post #169 |
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haha ![]() So when you edit the length of the leg nodes, the animation still works, but you get the feet moving when they should not move, instead of staying where they are. The same effect that you get when you do much bone reconstruction on legs. My script counters that by moving the bip01 for each frame to a position where both legs are closest to their position from the first frame. If you have just one leg, it gets tracked perfectly but with two, it's already a compromise, but better than nothing
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| stygimoloch | Apr 23 2014, 11:02 AM Post #170 |
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Ooooh! Awesome. Id bet this will be phenomenal when younget it together! Very ambicious as you always have been with any of your creations DM. |
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| samuel | Apr 23 2014, 11:02 AM Post #171 |
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and with 4 legs? haha ![]() sounds great cant wait to try it
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| HENDRIX | Apr 23 2014, 11:08 AM Post #172 |
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Haven't implemented that
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| HENDRIX | Apr 23 2014, 12:42 PM Post #173 |
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Implementing a mechanism that works on dynamic walks is much harder than expected, so I'll leave it as it is for now... So here is the new scripts update, with faster import and the three new utility scripts! Download |
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| DudeMeister | Apr 23 2014, 11:10 PM Post #174 |
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The progress you're making on these animation scripts, DM, is outstanding.
Edited by DudeMeister, Apr 24 2014, 03:20 AM.
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| HENDRIX | Apr 24 2014, 03:18 AM Post #175 |
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Please don't, it's so silly. :p |
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| davidy12 | Apr 24 2014, 08:01 AM Post #176 |
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Well I can't wait to see the theri's animations.
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| iguanoraptor123 | Apr 26 2014, 09:50 AM Post #177 |
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Iggy
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an idea for your projects? A BFB importer for edits the original bfb models |
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| davidy12 | Apr 26 2014, 09:56 AM Post #178 |
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I'm not sure that's possible.
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| samuel | Apr 26 2014, 10:04 AM Post #179 |
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it is no longer necessary, practically all of the game set skeletons were already imported
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| HENDRIX | Apr 28 2014, 03:31 AM Post #180 |
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BFB importer wont happen, if anything then a BFB exporter, because that'd make those animated materials possible: Foliage moving in the wind, without lag.
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| 2 users reading this topic (2 Guests and 0 Anonymous) | |
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Great job and it looks like you are having fun with it too which is great. Can't wait to see the results when the pack is released





