Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Random Image
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
73 user(s) are online (42 user(s) are browsing Forum)

Members: 0
Guests: 73

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +0€

Current balance: 55€
(last updated 04/2021)

Please make a donation if you want to help keeping The-Starport online:

Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 47 users playing Freelancer on 48 servers.
August. 18, 2022

Browsing this Thread:   1 Anonymous Users



 Bottom   Previous Topic   Next Topic  Register To Post

(1) 2 3 4 ... 6 »


FL Animations
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
Alllright, since things seem to appear a bit calm on the home-front..
Here is the place to show some animations you've managed to add to FL models in-game.
Yes it's a bit limited, but there are still quite a few things possible within the confines of Freelancer's animation ssystem.

Sooo, lets see what fun things ye've coaxed outta the models. Along with a vid, perhaps a rough description of which elements you changed.

me don't really wish to re-post the one I'd done for the habitat again, so perhaps after I refocus on FL I can add a newer entry :p

Posted on: 2008/11/7 22:51
Be always firm in belief, yet never rigid
Top
Re: FL Animations showcase
Home away from home
Joined:
2008/2/17 23:14
Group:
Registered Users
FLServer Admins
Senior Members
Posts: 518
Offline
Who all even knows how to do this?

Posted on: 2008/11/8 2:46
Open in new window
Top
Re: FL Animations showcase
Just can't stay away
Joined:
2008/5/13 8:19
Group:
Registered Users
Senior Members
Posts: 203
Offline
old but:
http://de.youtube.com/watch?v=C7z_HStUmSk

and i belive i have to post a tutorial^^

Posted on: 2008/11/8 4:44
Top
Re: FL Animations showcase
Starport Admin
Joined:
2008/6/24 16:40
From http://www.freeworlds-tow.net/dev
Group:
Registered Users
Starport Admin
$$$ Supporters $$$
Posts: 1123
Offline
Would love to see this tutorial. I could really use it for X-wings/B-wings in FWs.

Posted on: 2008/11/8 9:54
Open in new window
Top
Re: FL Animations showcase
Home away from home
Joined:
2008/6/13 22:44
Group:
Registered Users
FLServer Admins
Senior Members
Posts: 543
Offline
Quote:

Would love to see this tutorial. I could really use it for X-wings/B-wings in FWs.


YAY had the same idea.
Someone has posted all the vanilla animations attached to the baydoors somewhere.
If we find a way to make the Xwing closing his wing when he turns to cruise than...... i need to kiss someone

Posted on: 2008/11/8 9:58
Open in new window
Top
Re: FL Animations showcase
Starport Admin
Joined:
2008/6/24 16:40
From http://www.freeworlds-tow.net/dev
Group:
Registered Users
Starport Admin
$$$ Supporters $$$
Posts: 1123
Offline
Quote:

Quote:

Would love to see this tutorial. I could really use it for X-wings/B-wings in FWs.


YAY had the same idea.
Someone has posted all the vanilla animations attached to the baydoors somewhere.
If we find a way to make the Xwing closing his wing when he turns to cruise than...... i need to kiss someone

Hell, I'd give them my first born...


Posted on: 2008/11/8 10:43
Open in new window
Top
Re: FL Animations showcase
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
The thread where a lot of this was worked out is Here -reply #72
With just FL (not FLHook /FLAC) the only initiations [so far] for an animation are: docking / jumping, firing, jettisoning cargo, tractoring, and constant.

You'll notice in the thread mentioned, that it is possible to make entirely new sequences -new frame count, length of time, parent / child, even change or add the type without copy / pasting from vanilla.
So yeah, here.. push the boundaries people :-*

**woops, just remembered, that would only be reply 72 if you sort by newest posts.

Posted on: 2008/11/8 11:17
Be always firm in belief, yet never rigid
Top
Re: FL Animations showcase
Home away from home
Joined:
2008/2/22 18:35
Group:
Registered Users
Senior Members
Posts: 709
Offline
Quote:

Would love to see this tutorial. I could really use it for X-wings/B-wings in FWs.



ive played freeworlds, alot actually

if ya could manage that i would absolutely "try" the mod out ;D

Posted on: 2008/11/8 18:24
Top
Re: FL Animations showcase
Starport Admin
Joined:
2008/6/24 16:40
From http://www.freeworlds-tow.net/dev
Group:
Registered Users
Starport Admin
$$$ Supporters $$$
Posts: 1123
Offline
Quote:

Quote:

Would love to see this tutorial. I could really use it for X-wings/B-wings in FWs.



ive played freeworlds, alot actually

if ya could manage that i would absolutely "try" the mod out ;D

Well then, I better pray that tutorial for this function comes sooner rather than later...lol.

Posted on: 2008/11/8 18:26
Open in new window
Top
Re: FL Animations showcase
Quite a regular
Joined:
2008/3/3 8:54
From Pécs, Hungary
Group:
Registered Users
Posts: 117
Offline
And how to animate guns? I mean you can see the use_animation = Sc_fire thing at all weapons, the weapon models have the animations, but they don't do anything. Has anyone managed to get them working?

Posted on: 2008/11/8 21:39
Top
Re: FL Animations showcase
Quite a regular
Joined:
2008/5/26 17:10
Group:
Registered Users
Senior Members
Posts: 156
Offline
Sushi, you have been given a link by Mini_Me - I will copy-paste it here.
http://the-starport.net/index.php?opt ... smf&Itemid=26&topic=462.0
This old thread has all the info you need to make the X-Wing and B-Wing S-Foils animated, except for the cruise trigger - I assume that has to be done with FLHook, and we need to get one of our mighty FLHook coders involved

In SHORT - so don't consider this a tutorial, just some quick guidelines - what you need for animations is:
- Multi-component ships, where the to-be-animated parts (wings) are all separate components
- (So while you are at it, why not make a multi-component sur as well? It does come handy, considering animation, especially on a B-Wing!)
- Having the CMP exported as multi-component, you will need to work with the Cons: Fix, Rev and Pris nodes.
- Fix: your non-animated components come here
- Rev: your animated components come here (in my experience: Rev ==> Revolution, rotation style animation)
- Pris: your animated components come here (in my experience: Pris ==> Translation, moving style animation)
- You can use the XML Project to add/remove nodes in Fix, Rev and Pris (be careful with all that raw data you will manually edit. Use common sense in determining where each part in the node starts and ends. Make sure to change the node size variable respectively. You can use the XML project to modify those parts of the Rev and Pris nodes that UTF Editor will NOT modify for you)
- Make sure you have no doubles! (For example, a component present in both Fix and Rev/Pris) In my experience, an exception to this is the very LAST component of the Fix node.
- Set up the Rev and Pris accordingly - the center, direction and amount of rotation is set up here (or seems to be at least)
- When done, copy an Animation node from a vanilla ship into your very own CMP and modify it accordingly. Refer to Mini_Me's link to understand how this works.

When the animation is set to be triggered by cargo jettisoning: CTD on pressing F7 ==> You have doubles in your Fix-Rev/Pris nodes.

I hope this helps. Getting the center of rotation done well seems to be VERY tricky and frustrating, or maybe I was just plain stupid and missed out on something. I found that the center of rotation is actually 0,0,0 - the center of the ship (actually, the component), and in oder to move this somewhere else, you have to center your component in MilkShape so that the center of rotation for the component is the very ORIGIN - 0,0,0; and then have the position of the component changed later in the Rev node's, I think, Offset section.

An X-Wing would need all 4 of its wings as separate components, and a B-Wing its left-right wings as 2 separate components - but if you want to be true to how the B-Wing should work, and make it similar to official games, like X-Wing vs. TIE Fighter, you have to assign the components (somehow) like this:

Root ==> Cockpit
Child of Root: BottomWing ==> The "vertical", long wing panel which contains the engine area, and the bottom cannon as well, the "horizontal" wings are connected to this
Child of BottomWing: LeftWing
Child of BottomWing: RightWing

You will need to have BottomWing rotate 90 degrees from the bottom to the left side of the cockpit, and have LeftWing and RightWing fold onto BottomWing simultaneously, which is a near 90 degrees rotation. The very problem with this is the changing center of rotation --> everything depends on IF the FL engine supports having multiple parent-child component connections and not just a simple root-allothers style hierarchy.

Posted on: 2008/11/9 2:18
Top
Re: FL Animations showcase
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
Parent -> Child can be nearly any thing. You can have say.. a cockpit as Root & parent, then the body as Child to that, while the body is also a parent to the child wings.
Further, each part can be animated independently. So you could have a funky animated body rotating while some sort of power structure slides up and back along it, each at their own speed.
The Root, however, cannot be animated (it cannot appear in Fix, Rev, or Pris), so keep that in mind. If your design calls for your main structure to be animated, instead use a dummy 4 sided pyramid located out of sight and use that as your Root -if it will be in the open, then use a 0.000000 opacity texture.

When importing bases and such, you'll notice that there are meshes like "door_poly_lod1" and such; those are what make rotating doors a bit easier to work with, as the Door itself is a Child to the door_poly_lod1, and uses it as the center / base of rotation.

You'll also notice in all weapons, the rotating part (turret, barrel, or both, depending on construction) is listed in Rev.

Posted on: 2008/11/9 12:29
Be always firm in belief, yet never rigid
Top
Re: FL Animations showcase
Quite a regular
Joined:
2008/5/26 17:10
Group:
Registered Users
Senior Members
Posts: 156
Offline
Placing that dummy-root pyramid: I'd say put it into the very center of your ship, if possible... In my experience, NPCs will always fire at the center of the Root - and if the Root is not inside the ship, the NPCs will have some rapid horrible aim.

Posted on: 2008/11/9 15:02
Top
Re: FL Animations showcase
Starport Admin
Joined:
2008/6/24 16:40
From http://www.freeworlds-tow.net/dev
Group:
Registered Users
Starport Admin
$$$ Supporters $$$
Posts: 1123
Offline
Thanks for the help, guys. I'll definitely be looking into this more and tell you my results of it.

Posted on: 2008/11/11 0:38
Open in new window
Top
Re: FL Animations showcase
Starport Admin
Joined:
2008/2/26 20:36
From Germany
Group:
Webmasters
Registered Users
Posts: 1791
Offline
Thanks for the summary of how to do it

I think we will have a few ships with wing folding in Freeworlds 2.0

Posted on: 2009/5/19 18:29
aka chaosgrid
http://www.freelancerserver.de
https://www.moddb.com/mods/fwtow
Top
(1) 2 3 4 ... 6 »