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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Dropships Custom Animation Help!

Author Topic: Dropships Custom Animation Help! (16 messages, Page 1 of 1)
Moderators: Dennis

Zebzicide
Joined: Mar 10, 2014

Let them hate me, as long as they fear me.


Posted: Mar 29, 2014 11:23 PM    Msg. 1 of 16       
Can someone teach me how to animate dropships? because I currently need them for a firefight map that I'm working on.


ReconNinja117
Joined: Nov 11, 2011


Posted: Mar 29, 2014 11:28 PM    Msg. 2 of 16       


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Mar 29, 2014 11:51 PM    Msg. 3 of 16       
1) Import model into 3ds max
2) Animate the frame nodes world relative
3) Use an animation exporter to export your animation
4) Get ingame
5) Copy and paste your nodelist checksum count from the model to the animation
6) Check world relative
7) Apply with scripts


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Mar 30, 2014 12:15 AM    Msg. 4 of 16       
custom animations for dropships is so 2009.


Nickster5000
Joined: Dec 11, 2010


Posted: Mar 30, 2014 04:35 AM    Msg. 5 of 16       
Quote: --- Original message by: Ki11erFTW
custom animations for dropships is so 2009.


What is the "2014" method then? :p


CRXxSkillzxXRC
Joined: Jul 1, 2012

Seriously, why look at MY quote of all people?


Posted: Mar 30, 2014 12:04 PM    Msg. 6 of 16       
Quote: --- Original message by: Nickster5000
Quote: --- Original message by: Ki11erFTW
custom animations for dropships is so 2009.


What is the "2014" method then? :p

Ripz. teh way of da futurre.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Mar 30, 2014 01:52 PM    Msg. 7 of 16       
Recorded Animations is the way to go.


A Juicy Frank
Joined: Oct 28, 2013


Posted: Mar 30, 2014 06:37 PM    Msg. 8 of 16       
Quote: --- Original message by: Masters1337
Recorded Animations is the way to go.


This.
While Custom and Recorded animations both get the job done (see below), Recorded animations have the benefit of making the vehicle feel like it's actually being piloted. They allow the proper usage of functions such as engine whirring contrails and lights, wings or fins move automatically when making a turn, etc...

Custom animations on the plus side do allow the object to phase through other objects and BSP, however.


Custom Animation



Recorded Animation


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Mar 30, 2014 07:47 PM    Msg. 9 of 16       
You can close the banshee's hatch when making an animation.

CA are just more reliable.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Mar 30, 2014 08:18 PM    Msg. 10 of 16       
Yeah but you won't get the right sound and function effects with a Custom Animation. Also an RA can be done super quickly and will always fit in more naturally.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Mar 30, 2014 08:21 PM    Msg. 11 of 16       
tut on recorded anim plz


PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Mar 30, 2014 08:24 PM    Msg. 12 of 16       
Quote: --- Original message by: MEGASEAN2812
tut on recorded anim plz


https://www.youtube.com/watch?v=Kxt2VB0UAus


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Mar 30, 2014 08:35 PM    Msg. 13 of 16       
Ive just never have had good experiences with flying vehicles and recorded anims. If someone can make a tut for setting all of that up, that'd be cool.

Plus OS hates Recorded Anims.
Edited by MatthewDratt on Mar 30, 2014 at 08:35 PM


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Mar 30, 2014 10:15 PM    Msg. 14 of 16       
Custom animations are not the way to go IMO when we can now make full use of recorded animations. They can be useful for certain things (like a dropship crashing\etc). Other than that I'd use recorded animations. The people that use custom animations for dropships I've seen don't even do it right (lumoria, lawson, etc). You should NOT be using world relative animations for dropships (I assume people are exporting as .JMW).

Instead, you should be importing your BSP into your dropship animation max file, move the BSP accordingly to your dropship spawn point (do not move the drop ship until your BSP is positioned). Then animate as you would. Export as .JMM. You won't have broken collision or whatever half-as*ed things I have been seeing in peoples maps.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Mar 30, 2014 10:33 PM    Msg. 15 of 16       
The only thing I've seen wrong with the custom animations when using world relative is that vehicles can phase through them. My gun hits them fine last I checked.

Not using world relative is just a pain in the HEY because then you have to go through and align everything. #easywayout


Spartan717
Joined: Jul 14, 2012


Posted: Apr 5, 2014 08:09 AM    Msg. 16 of 16       
I just went cheap and used command waypoints as you would with an AI warthog.

Results:
http://www.youtube.com/watch?v=BeKiRXksmOU
http://www.youtube.com/watch?v=ytHZnekuBxk

 

 
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