
Nickster5000
Joined: Dec 11, 2010
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Posted: Jun 10, 2013 04:12 PM
Msg. 1 of 2
Hey guys,
I have endeavored on a little journey into vehicle animating, and it isn't going very well so far...
I can probably fix it if I understood the mechanisms of the animation file better... but I don't.
Is it possible for anyone to link me to a tutorial or write a good one up? (Yes, I have done my research & searches for tutorials; found a few but didn't do THAT much.)
Thanks in advance, and it is much appreciated. :)
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Jun 11, 2013 03:05 AM
Msg. 2 of 2
This is from the "Before you ask how to edit/make maps" thread; Advancebo runs down some common vehicle animations, how to animate them, and their filetypes: Quote: --- Original message by: AdvanceboSource: http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=24629 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. Edited by Advancebo on Mar 8, 2009 at 04:24 PM
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