
modtyrant
Joined: Apr 2, 2010
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Posted: Nov 14, 2010 07:01 PM
Msg. 1 of 13
I solved the problem through sheer luck!! There is a spot at the bottom of the animation graph file called "Loop Frame Index". I had no clue what it does so i said screw it and typed in the maxim amount of frames my Animation had into that Box. Got in game and the Animation no Longer Loops, Yippee!!! Also by the way thanks for posting guys. Edited by modtyrant on Nov 14, 2010 at 11:10 PM
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cyboryxmen
Joined: Nov 7, 2010
--CG artist-- New mission. Refuse this Mission!
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Posted: Nov 14, 2010 07:18 PM
Msg. 2 of 13
I have my share of programming;liberty basic actually. Try doing something like this(note:this is not how the code should actually look like)
loop start x = mouse click if x = 1 do fire animation wait x = mouse click if x = 1 rewind end
variable:mouse click if mouse left click activates, mouse click = 1 if mouse right click activates, mouse click = 2 if both deactivates, mouse click = 0
Forgive me if scripting is not needed. i am new to halo CE
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modtyrant
Joined: Apr 2, 2010
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Posted: Nov 14, 2010 07:38 PM
Msg. 3 of 13
I do not think scripting is needed for animations, but i could be wrong. I will just have to wait and see, because i do not know how to script at all. I really just think it's a setting issue in guerrilla that i completely missed.
Making the Animation and getting it in the game and all that is easy, however i just recently started 3rd Person Animation. Trying to get things to work 100% is difficult for me at the moment.
Thanks for posting. Edited by modtyrant on Nov 14, 2010 at 07:39 PM
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Caboose117
Joined: Jul 23, 2006
Seriously guys?
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Posted: Nov 14, 2010 07:49 PM
Msg. 4 of 13
It's something in the tags, it's not involved with scripting. I don't have any to look at right now though, sorry.
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modtyrant
Joined: Apr 2, 2010
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Posted: Nov 14, 2010 07:52 PM
Msg. 5 of 13
It's okay i will just have to keep on waiting. While i wait i will continue doing trial and error; i might get lucky and fix it. Edited by modtyrant on Nov 14, 2010 at 07:53 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Nov 14, 2010 08:21 PM
Msg. 6 of 13
@1, you have no idle animation (based on my knowledge of FP animation. Dunno for 3P though)
@2, what are you exporting the animations as? Edited by Gamma927 on Nov 14, 2010 at 08:23 PM
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modtyrant
Joined: Apr 2, 2010
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Posted: Nov 14, 2010 08:29 PM
Msg. 7 of 13
1.I have all the animations for standing.
2.I,am using JMO, which is what the original animation uses for all of the Fire Animations.
As i have said before i have tried to re-make the moving, idle and fire animations, but that did not work. I think it's some sort of setting, because the shooting animation looks really nice except when it starts to loop.
As a side note i,am using my own custom Labels (HAG for Hand Gun). I renamed the label in the .weapon file so that he could use the weapon.
My animations would look like this.
stand pistol HAG idle.jma
stand pistol HAG fire-1.jmo
stand pistol HAG fire-2.jmo
stand pistol HAG airborne.jma
stand pistol HAG move-front.jma
One more thing! The Fire animations work perfectly for move-back, move-left and move-right. Edited by modtyrant on Nov 14, 2010 at 08:30 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Nov 14, 2010 08:32 PM
Msg. 8 of 13
1) If the idle animation is there and works perfectly, then I see no error (though again, my experience is more in FP animating than 3P) 2) I highly doubt firing animations should be JMOs.
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modtyrant
Joined: Apr 2, 2010
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Posted: Nov 14, 2010 08:46 PM
Msg. 9 of 13
Move-Front does not work right. It keeps looping the fire animations even though i stopped firing. It does not do this with the original fire animations though.
From my experience in first person animation it does not effect any thing in 3rd person. I,am making a 3rd Person mod so i have no 1st Person animations. Even with 1st person animations it continues to loop the firing animations even though I'm not shooting.
As a side note the fire animations don't even register unless there JMO. (3rd person fire animations that is)
The reason there JMO is that i think they have to overlay and blend with the moving and idle animations. Edited by modtyrant on Nov 14, 2010 at 08:56 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Nov 14, 2010 10:27 PM
Msg. 10 of 13
The MOVING animation is the one that overlays ._____.
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modtyrant
Joined: Apr 2, 2010
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Posted: Nov 14, 2010 10:33 PM
Msg. 11 of 13
Master Chief's default move-front is a JMA (Base animation). The Default moving animations are base not overlay.
I could change it to overlay, but chances are the animation would stop working entirely.
Edited by modtyrant on Nov 14, 2010 at 10:37 PM
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Nov 14, 2010 10:36 PM
Msg. 12 of 13
Quote: --- Original message by: Gamma927 The MOVING animation is the one that overlays ._____. In FP it does, 3P is backwards for whatever reason.
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modtyrant
Joined: Apr 2, 2010
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Posted: Nov 14, 2010 10:37 PM
Msg. 13 of 13
I solved the problem through sheer luck!! There is a spot at the bottom of the animation graph file called "Loop Frame Index". I had no clue what it does so i said screw it and typed in the maxim amount of frames my Animation had into that Box. Got in game and the Animation no Longer Loops, Yippee!!! Also by the way thanks for posting guys. Edited by modtyrant on Nov 14, 2010 at 11:09 PM
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