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Old 01-23-10, 05:57 PM   #1
Tomi_099
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Default Animatin ..help !!


Who can help when I Run the animation moves slowly down the figure,
So slowly as I did the animation.

How can I control the speed.

And if I is the animation of the character Start ....Torn.
Who can help.

o.k
The head and legs are transparent, because the faces I had not fliped,
that was overlooked by me.!




--------------

Wer kann helfen wenn ich die Animation Starte Bewegt sich die Figur langsam,
also langsamer wie ich die Animation gemacht habe.
Wie kann ich die Geschwindigkeit regeln .
Und wenn ich die Animation Starte ist die Figur Zerrissen.
Wer kann helfen.





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.


.



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Last edited by Tomi_099; 01-25-10 at 08:01 AM. Reason: ANIMATION
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Old 01-24-10, 03:27 PM   #2
Nisgeis
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Frame[x] plays through Time[y] seconds after Frame[x-1], so:

Frane[0] Time=0, Position = a
Frane[1] Time=10, Position = b
Frane[2] Time=11, Position = c
Frane[3] Time=12, Position = d

Frame 0 is the start position,
for the next 10 seconds the animation moves to keyframe 1,
for the next 1 second (Total elapsed time 10 - total elapsed time 11) animation moves to frame 2,
for the next 1 second (total elapsed time 11 - total elapsed time 12 seconds) the animation moves to frame 3, then loops back to frame 1.

To speed your animation up, decrease the times... looking at frame 100 of your animation, it will take 1 minute and 40 seconds for it to get to that pooint. The times must be sequential and must always be higher than the previous time entry.

Does that help?
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Old 01-25-10, 05:00 AM   #3
urfisch
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as far as i know, theres nothing to change about the torn model. i also had this, when modifying the crew models in sh3. asked several people and posted a thread. but no one could help...



its about the single model positions, which are needed to have a functional animation, i think. its built of several single states, which are lined up. but in detail i do not know, how it works. maybe sh3 engine does also something to the animation, which leads to the destroyed model...?!

sorry!
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Old 01-25-10, 07:54 AM   #4
Tomi_099
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Quote:
Originally Posted by Nisgeis View Post
Frame[x] plays through Time[y] seconds after Frame[x-1], so:

Frane[0] Time=0, Position = a
Frane[1] Time=10, Position = b
Frane[2] Time=11, Position = c
Frane[3] Time=12, Position = d

Frame 0 is the start position,
for the next 10 seconds the animation moves to keyframe 1,
for the next 1 second (Total elapsed time 10 - total elapsed time 11) animation moves to frame 2,
for the next 1 second (total elapsed time 11 - total elapsed time 12 seconds) the animation moves to frame 3, then loops back to frame 1.

To speed your animation up, decrease the times... looking at frame 100 of your animation, it will take 1 minute and 40 seconds for it to get to that pooint. The times must be sequential and must always be higher than the previous time entry.

Does that help?
------------------------------

@ Nisgeis

Hmmm sounding good and straightforward, but how can I realize that, or how it looks in the game?
</SPAN>For here you have it do me bloody beginners to my friend!

-------------------------------------------------

@ Urfisch

I know that it is a little Tricky, and I ask all the experiences that were made be presented here.
Maybe we can solve these teasers.

Has anyone had experience with nice animations.

Flakmonky will thank you, he will also do the VIIc Piston Animation
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Old 01-25-10, 01:40 PM   #5
urfisch
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flakmonkey is great!!! but lucageta and DD also has nice skills!! maybe these guys could figure out...youre right.

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Old 01-27-10, 11:23 AM   #6
skwasjer
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I had this problem before with you Tomi. I recall the problem was that not every frame had the same number of vertices in the mesh. I coded S3D to continue the import and insert 0,0,0 vertices (I think) so you could see the result, but that result guaranteed a destroyed model/animation. It is VITAL that every frame-mesh has the exact number of vertices, and also the same ordering. Even if the number of vertices is the same, but the order is changed, the model will warp.

Either you do not export correctly from Max, or one of your modifiers removes faces or optimizes seperate frames in some form.
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Old 01-27-10, 11:55 AM   #7
Tomi_099
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Quote:
Originally Posted by skwasjer View Post
I had this problem before with you Tomi. I recall the problem was that not every frame had the same number of vertices in the mesh. I coded S3D to continue the import and insert 0,0,0 vertices (I think) so you could see the result, but that result guaranteed a destroyed model/animation. It is VITAL that every frame-mesh has the exact number of vertices, and also the same ordering. Even if the number of vertices is the same, but the order is changed, the model will warp.

Either you do not export correctly from Max, or one of your modifiers removes faces or optimizes seperate frames in some form.
---------------------------------------


Thanks Skwasjer,

how can I import a frame by frame ??
Or do I have the entire animation with hex editor in
in MashAnimations Data Copy to Type100 / 5


Could you show us the example,
because many would make an animation but do not know how to get an animation
Imported and get the frame tree.
And as the data content must look like an animation to bring about movement.
I hope you're not so overwhelmed!

Thank you my friend!
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Last edited by Tomi_099; 01-27-10 at 12:05 PM.
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