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katanamaruDate: Friday, 2009-05-29, 8:57 AM | Message # 16
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Yeah good work on actual animations. I meant most people just make a stance for standing still with a lightsaber, that's the first thing I did. You skipped that and succesfully implemented a whole new grip animation with flailing suspended person. That's going big! Yeah rotating the bone called 'r_hand tag' with the white or green slider will flip the saber upside down. That will make your animation much better.

With push and mind trick you don't have to start over necesarily. You can set some of the bones to blend and that will make them smoothly transition. Blending is when you click the little gray box next to the +/- box. It will put a little dot in the box and that means it is blending.

Say I wanted to make a guy slowly lift his hand smoothly. I could make two frames one with the hand down and one with the hand all the way up. Next I would put some blank frames between the two frames and set them to blend. Now the hand will move up slowly. So for drain just make the feet once for the first frame and again for the last and set all the other frames to blend the legs and that's all there is to it.

When I made a swing that is the method I used. It's referred to as "key frames" and "inbetween" frames. The key frames are the ones at the start and stop of a motion. Anytime there is a change in motion there should be a key frame. Then you insert inbetween frames that blend the two keyframes together.


My pics: http://s730.photobucket.com/albums/ww303/katanamaru/
TotSL pics: http://s730.photobucket.com/albums/ww303/katanamaru/Tales%20of%20the%20Sith%20Lords/
 
bliznezDate: Friday, 2009-05-29, 3:23 PM | Message # 17
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Yea, i know what blending is- so, when i modify the last frame, the frames betweenare edited automaticaly
But what about blending legs- do i have to just change some number in humanoid.gla, or with hex editor, or something else? Or will i just have to re-merge all the animations of where legs were put wrong? Im not against it, its just that i would have to redo all anims- attaching(I saved all separate GLA files so its ok


"The Jedi are considered to be lame."
Chancellor palpatine, LAME version of ROTS.
 
katanamaruDate: Friday, 2009-05-29, 6:54 PM | Message # 18
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You will need to edit the cfg file you made of the force power. A gla file is already finished and can't be changed. If you don't have the cfg anymore it is possible to import the animation from the gla to Dragon, but that requires a few steps. Once you blend the legs between two good frames you could either just add them to the modified gla or remerge them all with a base gla. Either is fine, unless somebody opens up the animation.cfg they'll never know, and it won't make the file that much larger, just a few kb's.

What I would do would be just to add them to what you already have for testing, and when you get everything the way you like it remerge the final animations with a clean _humanoid.gla. That's what I'm doing right now for the SA.


My pics: http://s730.photobucket.com/albums/ww303/katanamaru/
TotSL pics: http://s730.photobucket.com/albums/ww303/katanamaru/Tales%20of%20the%20Sith%20Lords/
 
bliznezDate: Saturday, 2009-05-30, 5:38 PM | Message # 19
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You Know what? This actualy helped! biggrin I was woried about filesize, i actualy thought of re- merging one animation for the Humanoid, but was woried it would take several MBs or something then........
Anyway, now- Thanks very much, and can u please tell me how to use gla-s in Dragon, so i can load frames from GLA, not from CFG (If Its posible as u said)
Thanx


"The Jedi are considered to be lame."
Chancellor palpatine, LAME version of ROTS.
 
katanamaruDate: Monday, 2009-06-01, 8:31 AM | Message # 20
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Look for the file "JA_humanoid.gla" or something similar. Rename it to something else, I use "Original_JA_humanoid.gla" so I know that it was the original for Dragon. Next take whatever gla you want to import frames from and put it in the Dragon folder. Then rename it to JA_humanoid.gla. Now look in whatever animation.cfg went with it for the frame you want to use. Let's say you want to pull out your push animation: (I'm going to make up the numbers of the animation) find where it says
Both_force_push 21376 12 -1 20
Now go into Dragon and use the command 'impframe # #'. This will import a frame using the start frame and the number of frames. So the command would look like: impframe 21376 12. This will import the frame 21376 and the next 11 frames that follow; for 12 frames total.

That's it. You can pull frames out of base or others mods using this method.


My pics: http://s730.photobucket.com/albums/ww303/katanamaru/
TotSL pics: http://s730.photobucket.com/albums/ww303/katanamaru/Tales%20of%20the%20Sith%20Lords/
 
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