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Looking for a specific animation


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17 réponses à ce sujet

#1
hunharibo

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Hi,

I cant for the life of me find the animation that is like ordering or commanding troops forward. Or in the Ostagar battle when commanding the archers to fire or let the dogs loose. Something like holding an arm straight up (preferably with sword drawn) then pointing forward in a swing motion.  

Is there anything like this?

#2
Craig Graff

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One useful thing when selecting assets from the Resource Open/Save dialog window is to put *s around what you want in the Name field and then hit enter. "*order*" reveals cs_hurl.order

and "*signal* reveals cs_archer.signals. Either of these might work for what you want.

#3
Beerfish

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dg.gstpointf Point forward with right hand

mh.dg_tk_pointing Points and gestures with left hand

mh.dg_tk_qk_pt Quick point with the right hand

mh.dg_tkpointing Points with left hand



cs_archer.signals Right hand up signals for archers to fire

cs_king.preintro_king Walk forward and stop, motion with right arm



See if any of these are what you are looking for.

#4
Aslend

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Beerfish wrote...

dg.gstpointf Point forward with right hand
mh.dg_tk_pointing Points and gestures with left hand
mh.dg_tk_qk_pt Quick point with the right hand
mh.dg_tkpointing Points with left hand

cs_archer.signals Right hand up signals for archers to fire
cs_king.preintro_king Walk forward and stop, motion with right arm

See if any of these are what you are looking for.

Geez Beerfish, you must have like the "Master" list to all things Dragon Age, the frustration factor in finding just a few things is driving me mad, mad I tell you! :P

#5
Beerfish

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Aslend wrote...

Beerfish wrote...

dg.gstpointf Point forward with right hand
mh.dg_tk_pointing Points and gestures with left hand
mh.dg_tk_qk_pt Quick point with the right hand
mh.dg_tkpointing Points with left hand

cs_archer.signals Right hand up signals for archers to fire
cs_king.preintro_king Walk forward and stop, motion with right arm

See if any of these are what you are looking for.

Geez Beerfish, you must have like the "Master" list to all things Dragon Age, the frustration factor in finding just a few things is driving me mad, mad I tell you! :P


Look for the project named 'Beerfish Excel utilities' and you can download the animation and fx spreadsheets I created.  All I did above was copy and paste from the spreadsheets.

#6
Aslend

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Beerfish wrote...

Aslend wrote...

Beerfish wrote...

dg.gstpointf Point forward with right hand
mh.dg_tk_pointing Points and gestures with left hand
mh.dg_tk_qk_pt Quick point with the right hand
mh.dg_tkpointing Points with left hand

cs_archer.signals Right hand up signals for archers to fire
cs_king.preintro_king Walk forward and stop, motion with right arm

See if any of these are what you are looking for.

Geez Beerfish, you must have like the "Master" list to all things Dragon Age, the frustration factor in finding just a few things is driving me mad, mad I tell you! :P


Look for the project named 'Beerfish Excel utilities' and you can download the animation and fx spreadsheets I created.  All I did above was copy and paste from the spreadsheets.

Meh go figure, you always did find the smooth way around a problem to get results, thanks, will go look at the Spread Sheet now.
:wizard:

#7
Machinima

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You can always preview an animation within the Event Editor (Tools->Animatione Events)

Define a character to use in the Object Inspector (Creature Rig) then select an animation from

the Animations list and press Space Bar to run and preview that animation.


#8
AnTeevY

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Sorry for the question, but how to simply play a walk animation and loop it x times (to let the player walk from place a to place B)? With the mh.dg_f_5p animation the creature obviously just walks 5 steps and then stops and I find no way to loop this...

#9
Beerfish

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There are a couple of ways you can accomplish this.



1) Create two tracks with the same animation, Have the 2nd walk animation start before the 1st one ends, and give the 1st animation less weight. You will have to 'Transition' the two animations. (Do you know how to do that?) You will have to experiment with the length of the 2nd animation making it shorter if he is walking for too long.



2) Use the animation without GAD (just walking in place.) and loop if for as long as you need and then just manually move the actor via keyframes. You just have to experiment a bit with the walking speed of the actor to make it watch how fast you are manually moving him.

#10
AnTeevY

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Method 2 doesn't seem to work, because the character stops and starts in the animation... I'm gonna try method 1, thanks :)

Edit: I don't think I know how this transition thing works...
Edit2: Ah, move the weight curves with the curve editor for a transition? Looks quite good... or is there a better way?

Modifié par AnTeevY, 12 décembre 2009 - 06:37 .


#11
Beerfish

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Method 2 doesn't seem to work, because the character stops and starts in the animation... I'm gonna try method 1, thanks :)

You will use a different animation than the walk 5 steps.  Just use the 'walk' animation that will keep walking until you tell it to stop.


Edit: I don't think I know how this transition thing works...
Edit2: Ah, move the weight curves with the curve editor for a transition? Looks quite good... or is there a better way?

You can move the weight curves or what I did was just make sure the 2nd animation started well before the 1st one ended.  To transition, you need to select both tracks and then right click so you can 'transition' between them.

Modifié par Beerfish, 13 décembre 2009 - 07:07 .


#12
AnTeevY

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Thanks, that worked.

#13
karanokyoukai1

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Sorry to restart an old thread, however have a question. Is it possible to use use these animations as the casting animation of custom spells/abilities? The one im interested in is "dgpointforward," i know it is a dialogue animation, but i can get the character to 'point' when using the custom spell although the spell then fails to fire. I think it is due to a difference in animation time? any advice would be greatly appreciated =)

#14
Nattfodd

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The Animation Events in "Tools" menu let you show a preview of animations.

#15
karanokyoukai1

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thanks, i'll check that out :D

#16
JundoYoupo

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Wich one is for punching/fighting?

#17
Nattfodd

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those that begin with "mh_c.*".

#18
Guest_werwulf222_*

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Machinima, thanks for the instructions on how to use the event editor to play animations. I had no idea it was the spacebar that triggered things. Thanks again.

EDIT:  And Beerfish, since you're already a part of this thread, thanks very much for making your animation spreadsheet available to the community.  I am certain it has saved many modders countless hours, especially newbies such as myself.

Thanks again.

Modifié par werwulf222, 18 juillet 2010 - 11:56 .