
SeanTheLawn
Joined: Sep 4, 2007
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Posted: Mar 12, 2010 02:10 AM
Msg. 1 of 3
Does anyone know where I could find more information on looking/aiming overlays? I need to know a few things:
1) What's the difference between a looking and aiming overlay?
2) What's the difference between an aim-still and an aim-move (and can I use the same animation for both)?
3) What frame in the animation refers to what direction? (For example, frame 1 is forward, frame 2 is back, frame 3 is left, frame 4 is right, etc)
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Mar 12, 2010 10:28 PM
Msg. 2 of 3
1) Looking deals with the head, aiming is for the hand and body 2) I honestly don't know, try using the same animation for both, see how it turns out. 3) for looking or aiming anims it should be 9 frames (plus frame 0) it should be formatted like this: 0=reference frame, what your biped looks like normally 1=down right 2=down center 3=down left 4=straight ahead right 5=straight ahead center 6=straight ahead left 7=up right 8=up center 9=up left
Then, you'll have to set up some stuff in the animations tag itself. So once it's compiled, make sure you do this: under units, there should be "looking screen bounds" enter the amount your biped turns left or right into the "right yaw per frame" and "left yaw per frame". It's absolute value, so no negatives. Make the frame count always 1 If you have more than one "unit" like most bipeds (stand, alert, crouch, flee, etc) you'll have to repeat the process for all your "units"
A little farther down is aiming screen bounds. Basically do the same thing as looking screen bounds, but take the values from the aiming animation instead. Hope this helps
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SeanTheLawn
Joined: Sep 4, 2007
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Posted: Oct 7, 2010 08:30 PM
Msg. 3 of 3
Just wanted to bump this because I finally got around to using this information. Thanks a lot Elefant, it was very useful. Edited by SeanTheLawn on Oct 7, 2010 at 08:30 PM
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