
Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
|
Posted: Dec 19, 2010 04:56 PM
Msg. 1 of 18
Ok, so i've just started FP animating, and i have some questions:
1. How does the firing animation in weapons like the assault rifle work? I can't find the animation referenced anywhere.
2. How do you set the reload time? The animations seem to set it, and the bit in the weapon tag doesn't change things. At the moment i can fire whilst i'm reloading, and if i don't press R it skips the animation entirely.
Thanks in advance.
|
|
|

Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
|
Posted: Dec 19, 2010 05:06 PM
Msg. 2 of 18
Quote: --- Original message by: Koo294 Ok, so i've just started FP animating, and i have some questions:
1. How does the firing animation in weapons like the assault rifle work? I can't find the animation referenced anywhere.
2. How do you set the reload time? The animations seem to set it, and the bit in the weapon tag doesn't change things. At the moment i can fire whilst i'm reloading, and if i don't press R it skips the animation entirely.
Thanks in advance. What do you mean? The reload time and firing are set when the animations are made in 3dsMAX/GMax/whatever 3d program. Then they get compiled into a file which get's run through tool then you have your animation set. So the only way to change the reload speed is in a 3d program. Also all of the animations are in a single file called a model animation file. each animated thing has one. Hope that helps.
|
|
|

Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
|
Posted: Dec 19, 2010 05:16 PM
Msg. 3 of 18
Yes, i've done all the FP animating and modelling, and the game seems to be ignoring the length of the reload animation. And the firing animation for the AR doesn't seem to be referenced anywhere
I already have the animations into tags.
|
|
|

Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
|
Posted: Dec 19, 2010 05:22 PM
Msg. 4 of 18
Quote: --- Original message by: Koo294 Yes, i've done all the FP animating and modelling, and the game seems to be ignoring the length of the reload animation. And the firing animation for the AR doesn't seem to be referenced anywhere
I already have the animations into tags. Do you mean that it is not referenced inside the model_animations tag? Also how many ticks is your reload?
|
|
|

Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
|
Posted: Dec 19, 2010 05:25 PM
Msg. 5 of 18
Quote: --- Original message by: Skidrow925Quote: --- Original message by: Koo294 Yes, i've done all the FP animating and modelling, and the game seems to be ignoring the length of the reload animation. And the firing animation for the AR doesn't seem to be referenced anywhere
I already have the animations into tags. Do you mean that it is not referenced inside the model_animations tag? Also how many ticks is your reload? Yes, i do mean that. My animation is 120 ticks/4 seconds.
|
|
|

Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
|
Posted: Dec 19, 2010 05:34 PM
Msg. 6 of 18
Quote: --- Original message by: Koo294Quote: --- Original message by: Skidrow925Quote: --- Original message by: Koo294 Yes, i've done all the FP animating and modelling, and the game seems to be ignoring the length of the reload animation. And the firing animation for the AR doesn't seem to be referenced anywhere
I already have the animations into tags. Do you mean that it is not referenced inside the model_animations tag? Also how many ticks is your reload? Yes, i do mean that. My animation is 120 ticks/4 seconds. I have no idea why you don't have the animation in your AR FP animations. You sure you looked in tags/assault rifle/FP/FP_animations? I don't know why your animation is playing fast. Can you show me a video of it?
|
|
|

Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
|
Posted: Dec 19, 2010 05:46 PM
Msg. 7 of 18
My animation isn't the assault rifle animations. I'm just wondering how it does the recoil thing with no obvious reference, and how i can do the same. I mean, it's in the tag, it's just not specified when to use as far as i can see. I can't show you a video as it would be 0 seconds long. It's not playing the reload at all unless i press R, and even then i can still fire when it reloads. Edited by Koo294 on Dec 19, 2010 at 05:47 PM
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Dec 20, 2010 02:06 PM
Msg. 8 of 18
Name it first-person fire-1.JMA. Don't use the assault rifle animations as a base; that was Bungie's "testing ground" for animations.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Dec 20, 2010 02:06 PM
Msg. 9 of 18
Name it first-person fire-1.JMA. Don't use the assault rifle animations as a base; that was Bungie's "testing ground" for animations.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Dec 20, 2010 03:31 PM
Msg. 10 of 18
Whoa XP
I never noticed O.o
|
|
|

MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
|
Posted: Dec 20, 2010 03:33 PM
Msg. 11 of 18
How did that happen? Lol. Anyways, I wish someone would bring back the flashlight animation from pre-release Halo. 
|
|
|

Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
|
Posted: Dec 20, 2010 05:11 PM
Msg. 12 of 18
Quote: --- Original message by: Gamma927 Name it first-person fire-1.JMA. Don't use the assault rifle animations as a base; that was Bungie's "testing ground" for animations. I understand that, but I want it to keep doing the animation as you are firing like the AR, not reset every time you fire, like the rocket launcher etc. Basically I'm animating a chaingun and i want the barrels to spin, if i use what you said they'd only spin after firing. Edited by Koo294 on Dec 20, 2010 at 05:13 PM
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Dec 20, 2010 05:14 PM
Msg. 13 of 18
first-person overlays. 9th frame.
|
|
|

Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
|
Posted: Dec 20, 2010 05:16 PM
Msg. 14 of 18
Quote: --- Original message by: Gamma927 first-person overlays. 9th frame. yea, that's what else i was going to ask, how do the overlays work? I can't seem to find any tutorials. Also, i couldn't really do a barrel spinning with 1 frame could i?
|
|
|

ThetianSoldier
Joined: May 15, 2010
Keyboard not found! Press any key to continue...
|
Posted: Dec 20, 2010 05:20 PM
Msg. 15 of 18
I am just here to admire the double post o.o Do two frames, one frame with default pose, next frame with 180 (or something) degree turn. Edited by ThetianSoldier on Dec 20, 2010 at 05:22 PM
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Dec 20, 2010 05:25 PM
Msg. 16 of 18
Frames 0 - 8 are for looking overlays. For the ninth frame, do what ThetianSoldier said: make it the origin rotated 180 degrees.
|
|
|

Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
|
Posted: Dec 20, 2010 05:25 PM
Msg. 17 of 18
Quote: --- Original message by: ThetianSoldier
I am just here to admire the double post o.o Do two frames, one frame with default pose, next frame with 180 (or something) degree turn. Edited by ThetianSoldier on Dec 20, 2010 at 05:22 PM That wouldn't work, that'd just make the barrel turn upside-down when firing. I guess it's impossible then. Unless i do some extremely complicated ammunition anim. Edited by Koo294 on Dec 20, 2010 at 05:37 PM
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Dec 20, 2010 05:45 PM
Msg. 18 of 18
No, it would work. If you add an effect like smoke, and disguise it well enough, it'll create the illusion that it's spinning.
|
|
|