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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Animating double guns with alternate firing

Author Topic: Animating double guns with alternate firing (3 messages, Page 1 of 1)
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rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Feb 10, 2015 04:36 PM    Msg. 1 of 3       
Hi guys, I need help to animate a seraph firing, but I have two problems. First problem: I want to animate the object so that it alternatively fires from 2 guns. I made a 6 frames animation: 2 frames in which the trigger is in the first gun, 3 frames in which the trigger is in the second gun and one last frame in which the trigger is in the first gun. Long story short, the loop I made goes like this

A => A => B => B => B => A and back to the beninning.

Needless to say, it isn't working, but I don't know why. How should I set it up (in other words; should it go, IDK, A => A => A => B => B => B or something else)? In which format should I export it? And, last but not least, how should I use it? (I mean; should it be the standing idle animation, the firing animation or else?)

Second problem: I hate keyframing. Deeply. I want to make the node IMMEDIATELY switch from one position to another, not gradually switching it. So, is there a way to tell 3DS max "when at this frame, just rotate the node 180 degrees and screw your useless gradually"?


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Feb 10, 2015 04:52 PM    Msg. 2 of 3       
rip the animations from the bigass falcon or rocket warthog should help you.

The ammunition function is in the weapon and sent with "export to function" to the vehicle tag.
Note that the animation is given a wrong scaling mode (model animation, first widget: objects) change to frame or scale, I can't remember. and I think something was inverted in the functions.

Oh and to do that thing you have to set a key the frame before your thing alternate. And the gradual position may be because of Halo, not 3ds max.

btw I tried doing it recenlty for a vehicle and failed, because I didn't do what described above and can't remember straight how it was done

And in a first version I did it scaled by "alive functions" but I think it would have trouble syncing and was too complicated to mention.

With this and a 2 or something magazine it would work and sync all the time
Edited by bourrin33 on Feb 10, 2015 at 04:53 PM


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Feb 10, 2015 05:08 PM    Msg. 3 of 3       
Quote: --- Original message by: bourrin33

rip the animations from the bigass falcon or rocket warthog should help you.

The ammunition function is in the weapon and sent with "export to function" to the vehicle tag.
Note that the animation is given a wrong scaling mode (model animation, first widget: objects) change to frame or scale, I can't remember. and I think something was inverted in the functions.

Oh and to do that thing you have to set a key the frame before your thing alternate. And the gradual position may be because of Halo, not 3ds max.

btw I tried doing it recenlty for a vehicle and failed, because I didn't do what described above and can't remember straight how it was done

And in a first version I did it scaled by "alive functions" but I think it would have trouble syncing and was too complicated to mention.

With this and a 2 or something magazine it would work and sync all the time
Edited by bourrin33 on Feb 10, 2015 at 04:53 PM


Isn't there a way to just make the vehicle do such an animation the whole time? As for now, syncing is not my main problem (though it may be if I make a multiplayer version of this... IDK, really).

Thanks anyway for the help!

EDIT Now it works! Thanks, bourrin, you are a pro!
Edited by rododoonceagain on Feb 10, 2015 at 05:29 PM

 

 
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