Reminder: Internet Explorer 6 or below are NOT supported.





|
There are currently 267 users playing Freelancer on
84 servers. | May. 18, 2013 |
The Starport Forum Index
>
The Shipyard
>
Conventional Modding
>
Modeling and Texturing
>
Ship Animations
Browsing this Thread:
1 Anonymous Users
Ship Animations |
||||
|---|---|---|---|---|
|
Just can't stay away
![]()
Joined:
2009/12/28 11:49 From England
Group:
Registered Users
Posts:
213
![]() |
how are they done?
I mean things like a spinning radar disk that permanently rotates without the player input
Posted on: 2012/1/12 1:19
|
|||
|
||||
Re: Ship Animations |
||||
|---|---|---|---|---|
|
Just can't stay away
![]()
Joined:
2010/10/27 18:18 From Adelaide, Australia
Group:
Registered Users
Posts:
441
![]() |
Posted on: 2012/1/12 4:07
|
|||
|
||||
Re: Ship Animations |
||||
|---|---|---|---|---|
|
Not too shy to talk
![]()
Joined:
2008/12/21 12:54 From Glasgow, Scotland
Group:
Registered Users
Posts:
72
![]() |
The 3ds max exporter will do most of the revolution animations for you. You still have to add one of the scripts from another model though, basically any with a rev animation. You just have to change the part names in it.
![]() I never got round to finishing the Pris animations since they are done a bit different. You still have to add .rev to that end of the part to be animated.
Posted on: 2012/1/12 7:33
|
|||
|
||||
Re: Ship Animations |
||||
|---|---|---|---|---|
|
Just can't stay away
![]()
Joined:
2009/12/28 11:49 From England
Group:
Registered Users
Posts:
213
![]() |
man thats so long winded, and in 3DSmax too... >.> I use maya for my stuff and 3DS doesnt work propperly on my pc, the viewports mess up and its basically just annoying to use.
these examples of animation are on stationary objects, not including the sabre but that requires human input to make it animate. can ambient animation be added to a playable ship, without 3DSmax..
Posted on: 2012/1/12 11:23
|
|||
|
||||
|
||||
Re: Ship Animations |
||||
|---|---|---|---|---|
|
Just can't stay away
![]()
Joined:
2009/12/28 11:49 From England
Group:
Registered Users
Posts:
213
![]() |
Quote:
I.E in Milkshape3D ...i really do need an answer for this. I cant use 3dsmax on this machine.
Posted on: 2012/5/12 23:17
|
|||
|
||||
Re: Ship Animations |
||||
|---|---|---|---|---|
|
Just can't stay away
![]()
Joined:
2010/8/2 0:04 Group:
Registered Users FLServer Admins
Posts:
374
![]() |
This tut should be what you need.
With latest UTF Edit its even easier. Add in select_equip.ini [InternalFX] nickname = propellers use_animation = Sc_propellers and in goods.ini [Good] addon = propellers, HpShield01, 1 rebuy a ship!
Posted on: 2012/5/13 3:10
|
|||
| Of all things that I lost - brain I miss most | ||||
|
||||
Re: Ship Animations |
||||
|---|---|---|---|---|
|
Just can't stay away
![]()
Joined:
2009/12/28 11:49 From England
Group:
Registered Users
Posts:
213
![]() |
Thanks Sumanuti i will look into it
![]()
Posted on: 2012/5/14 0:31
|
|||
|
||||
|
||||
Re: Ship Animations |
||||
|---|---|---|---|---|
|
Just can't stay away
![]()
Joined:
2009/12/28 11:49 From England
Group:
Registered Users
Posts:
213
![]() |
ok so, ive been trying to follow
Quote:
it says the objects being animated will revolve around their 0,0,0 points in object space. being that my ships have propellers the 0,0,0 point should be in the center of the proppeller right? so i shouldnt need to move them into the middle of the scene in ms3d. that being said, with bobs import/export cmp .dll that he gave me Ive been able to export my ship as a CMP with 11 parts. since my model has 10 propellers and a root, which is the hull. Ive opened UTF editor v.3.0 and from sushi's tutorial on making turrets, i kinda guessed id need to do the same thing here. since wodka's wing fold tutorial says i need to use 2 different editors and a hex editor >.< so i looked up the Fix node, in Cmpnd/Cons/Fix and exported the data from it to my desktop, i deleted the node then and added one that said Rev in its place. i then imported the data back into it. (i have no idea if that was the right thing to do or not, but now im kinda stuck) im guessing it was the wrong thing to do since now it only says ive got 8 parts to the model when i try to edit the rev node ![]() ![]() which one of these controls the length of the animation? or like, uh... basically "help!" lolhow does it know that its being animated, and how does it know how long the animation is? or how fast i want the propellers to spin, ect. Even if i just rename the Fix node to Rev, it then only shows 8 of the 10 child parts of my cmp
Posted on: 2012/5/17 15:49
Edited by Hidamari on 2012/5/17 16:14:27
|
|||
|
||||
Re: Ship Animations |
||||
|---|---|---|---|---|
|
Just can't stay away
![]()
Joined:
2008/6/25 18:56 From Temecula, California
Group:
Registered Users Senior Members
Posts:
284
![]() |
First off; when referencing coordinates, it is always based on Scene coordinates unless specified explicitly within the context.
As for needing more than 1 UTF version and Hex editor... that should no longer be the case. Here is why: one version could edit part names within Fix/Rev/Pris but not each part's data. The other version could edit the data, but not the names. Neither version interpreted the Header information in anim scripts correctly, because it contains more than one type of data. With the newest UTF Editor (last I downloaded a...while ago) those problems are all fixed and it can edit all names and data correctly, as well as offering a mini wizard to set up animation (when you edit Rev or Pris data, if I recall). I'm referring to the UTF Ed that can display your model in 3d. I still don't think you can introduce new animation scripts within UTF. Gotta drag n drop from other models, then Hex edit Rev/Pris data if you require more parts than it calls for in the original script. Perhaps in one of those threads it was covered, perhaps it was the Animation Showcase thread. Click on the post count by my name and dig through that, a lot of it pertains to either Mesh or Texture animation, and I'm certain that was covered. As for why you are seeing 8 parts instead of 10; Fix and the two other types of parts are different sizes. Fix doesn't need rotational information, so its data is shorter by that much.
Posted on: 2012/5/17 19:02
|
|||
|
be always firm in belief, yet never rigid My Nomad Hive project website -which I can no longer update (thx verizon!) |
||||
|
||||
Re: Ship Animations |
||||
|---|---|---|---|---|
|
Just can't stay away
![]()
Joined:
2010/8/2 0:04 Group:
Registered Users FLServer Admins
Posts:
374
![]() |
Quote:
Adoxa's Freelancer XML Project is perfect tool with which you can avoid any hex editing and add as much as you have parts, animations on them. Grab it here or here ! - Convert your ship to XML - Convert any vanilla ship with animation to XML - Copy all the animation codes to your ship, move your fix parts to rev section, adjust count and don't forget (?) the end animation (its the animation that bring parts in a start position). [EDIT] * fix of typos
Posted on: 2012/5/18 2:05
Edited by sumanuti on 2012/5/18 4:57:44
|
|||
| Of all things that I lost - brain I miss most | ||||
|
||||










Donations
Forum








lol