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F_HM_XXX, First View Hand/Arm Models for download! [message #-986950] |
Sat, 11 January 2003 23:25 |
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quote: Originally posted by psycoarmy: Ha, You People have no idea what to do with it eh?
I will be the first to admit I don't have a clue...probably because I have never tried. Can you make custom reload animations as complex as say, reloading the Raveshaw railgun? If so, then whoot!
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F_HM_XXX, First View Hand/Arm Models for download! [message #-986946] |
Sun, 12 January 2003 18:43 |
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Uhm, Lets say if it was for THe auto rifle, you would name it f_ha_rifl_idle.w3d. For all the names of everything just look through your always.dat. Export it as animtion only, eport just the bones. [ January 13, 2003, 03:41: Message edited by: psycoarmy ]
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F_HM_XXX, First View Hand/Arm Models for download! [message #-986944] |
Sun, 12 January 2003 22:24 |
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quote: Originally posted by psycoarmy: Ok, if u want to replace first view hand models, You have to link all the finger joints and everything. It is fairly complex.
Going to make a tutorial? Also you never said if it was possible to make complex reload animations such as reloading Raveshaws railgun.
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F_HM_XXX, First View Hand/Arm Models for download! [message #-986941] |
Mon, 13 January 2003 00:12 |
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The way I assume it works with w3d is that it contains data about the mesh (polygon co-ordinates, texture mapping) and the bones (orientation, attached polygons).
Animations are then stored as sequences of bone movements. The engine takes that information and moves the corresponding polygons in realtime.
So basically, as long as your bone names match, and the animation names match, you can do whatever animations you like. The only limitation that I can see is that the number of frames per animation may be hardcoded into the engine, so if you make a lengthy animation to replace a short one, it would play too quickly.
(Note - not having examined the w3d format, this information is applicable to all engines using skeletal animation)
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F_HM_XXX, First View Hand/Arm Models for download! [message #-986934] |
Thu, 16 January 2003 05:50 |
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quote: Originally posted by PiMuRho: The only limitation that I can see is that the number of frames per animation may be hardcoded into the engine, so if you make a lengthy animation to replace a short one, it would play too quickly.
The framerate for an animation is stored in the W3D file, so changing the total number of frames shouldn't cause a problem with playback speed. [ January 16, 2003, 00:52: Message edited by: Seagle ]
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