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Hunter
June 5th, 2009, 12:33 PM
TheGhosts animation importer is not working for me, so I can't find out my self. Does anyone know the animations for the pelican.

E.g. The amount of frames for each animations. Like AdvanceBo did on halomaps.




Quote: --- Original message by: Advancebo
Primary Firing would be if you have barrels.
It would have the same amount of key frames as the number of barrels.
Exported as:
stand fixed fire-1.JMO


Secondary Firing would not be needed unless you plan on having an actual moving object for it.
Depends on what it is, if its a barrel like above or some complex firing mechanism.
Exported as:
stand fixed fire-2.JMO

Hatch opening can be any amount of keyframes you want.
Exported as:
stand opening.JMA - When you are exiting the vehicle
stand closing.JMA - When you are entering the vehicle

The opening and closing is coupled with "stand fixed idle.JMA", which tells what the vehicle is like when unoccupied.

Turning would be 3 frames.
0 - Default
1 - Turning Right
2 - Default
3 - Turning Left
Exported as:
vehicle steering.JMO

Accelerating has 3 main parts:
stand acc-left-right.JMO - What the vehicle does when turning left or right, such as on the Warthog's Chaingun.
stand acc-front-back.JMO - What the vehicle does when moving front or back, such as on the Warthog's Chaingun.
stand acc-up-down.JMO - What the vehicle does when moving up or down, such as on the Warthog's Chaingun.
Each has 3 keyframes, and they are in the order that it says:
0 - Default
1 - left/front/up
2 - Default
3 - right/back/down

Rolling is not needed.

Another animation you may need is "stand fixed aim-still", which defines where the vehicle's weapon can aim. The Warthog's Chaingun demonstrates that, where you can aim 360 degrees, but you cant aim straight up or straight down.
For a full 360 aiming:
0 - Default
1 - Aiming Backwards 180 degrees, and down.
2 - Aiming Right 90 degrees, and down.
3 - Aiming Forward 0 degrees, and down.
4 - Aiming Left 90 degrees, and down.
5 - Aiming Backwards 180 degrees, and down.
6 - Aiming Backwards 180 degrees, at normal.
7 - Aiming Right 90 degrees, at normal.
8 - Aiming Forward 0 degrees, at normal.
9 - Aiming Left 90 degrees, at normal.
10 - Aiming Backwards 180 degrees, at normal.
11 - Aiming Backwards 180 degrees, and up.
12 - Aiming Right 90 degrees, and up.
13 - Aiming Forward 0 degrees, and up.
14 - Aiming Left 90 degrees, and up.
15 - Aiming Backwards 180 degrees, and up.
__________________________________________
For 180 degrees aiming:
0 - Default
1 - Aiming Right degrees, down.
2 - Aiming Forward 0 degrees, down.
3 - Aiming Left , down.
4 - Aiming Right degrees, normal.
5 - Aiming Forward 0 degrees, normal.
6 - Aiming Left , normal.
7 - Aiming Right degrees, up.
8 - Aiming Forward 0 degrees, up.
9 - Aiming Left , up.
Export both as:
stand fixed aim-still.JMO

For the actual landing gear coming out:
Suspension Animations.
Depending on where each suspension is, such as the Warthog and Scorpion has 4, but the Pelican has 3, you name each on differently.
0 - Default
1 - Extended Down
2 - Extended Up
Then you export it for the location each suspension each. You have to make one for each suspension there is, the Warthog has 4 suspension animations, the Pelican has 3.
So export as:
suspension front.JMO - For the wheel
suspension left back.JMO - For the left beam
suspension right back.JMO - For the right beam.


Hope this helps.



Like that ^

bobsam
June 5th, 2009, 01:24 PM
Sorry Shadow I didn't mean to make yuo made I just kinda got lost in what he was saying...

ShadowSpartan
June 5th, 2009, 01:28 PM
mhmm....:confused2:
If you can not help him, then don't bother posting. Posts like that really annoy me.

Hunter, how is the Animation Importer not working? Does it return an error upon startup?

Hunter
June 5th, 2009, 03:03 PM
It highlights part of the code. I will post what it highlights late, my mum is on the computer at the moment.

Hunter
June 5th, 2009, 05:02 PM
Error Message:

-- Unable to convert: 1.0 to type: Point3

Highlighted Code:

in coordsys parent node_array[n].scale = 1.0

CodeBrain
June 5th, 2009, 05:04 PM
Not sure what I am talking about, but could it be a parent node not having/having invalid vertex weights?

Sorry if that isn't even close to the error, I am trying to solve errors like these.

Choking Victim
June 5th, 2009, 05:27 PM
The problem is that 1.0 isn't a "point3" value (a set of 3 values) you can try changing


in coordsys parent node_array[n].scale = 1.0

To


in coordsys parent node_array[n].scale = [1.0,1.0,1.0]

But frankly, I haven't looked at it myself.

Hunter
June 5th, 2009, 06:08 PM
The problem is that 1.0 isn't a "point3" value (a set of 3 values) you can try changing


in coordsys parent node_array[n].scale = 1.0 To


in coordsys parent node_array[n].scale = [1.0,1.0,1.0]But frankly, I haven't looked at it myself.

That works, Thanks.

Hunter
June 5th, 2009, 06:49 PM
### stand fixed idle.JMA
### suspension front.JMA
### suspension left back.JMA
### suspension right back.JMA
### vehicle steering.JMA
### vehicle velocity.JMA
the animation 'vehicle steering' must be an overlay.
the animation 'vehicle velocity' must be an overlay.

model animation compression saved 0 bytes


Is that right? Should the vehicle steering be an overlay?

Advancebo
June 5th, 2009, 07:45 PM
Yes.