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Old 10-03-16, 01:49 PM   #16
Jeff-Groves
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Originally Posted by VikingGrandad View Post
It would be extra immersion to see nicely animated sailors walking around the decks of merchant ships while planning an attack. On the other hand, when the torpedo hits and the ship is in flames and listing heavily to one side, and those same animated merchant sailors are casually walking through the flames as if nothing happened - that would be worse for immersion.
That's where a damage zone would need to be created and more animations done of them jumping ship and such.

It's a rabbit hole no one wants to start down into.
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Old 10-03-16, 01:58 PM   #17
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Originally Posted by Graf von Spee View Post
What is your goal with SH 4 animations anyway. Any specific idea?
To mod or add to the existing animations in SH4.
Convert them to SH3 formats to allow others to place them as they wish in SH3.

Do I fully understand the animations in SH4?
YES!
Adjusting them is a bit tricky and I've not created a Tool for others to use.

I do it all with 010 and even then it's a pain to figure out the Quaternions.

And I probably lost everyone at Quaternions.
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Old 10-04-16, 04:37 AM   #18
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Don't you have them with burgers and relish Jeff
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Old 10-05-16, 04:54 PM   #19
VikingGrandad
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Originally Posted by Graf von Spee View Post
Of course, that would be bad, but it would mean that the MOD is not good, and not completed.
My idea was not, people walking on deck like robots ... of course I expected some kind of behavioral change (at least vanishing).
Indeed, but I presumed it would be impossible to make the crew react to different situations like that - but, as Jeff pointed out:

Quote:
Originally Posted by Jeff-Groves View Post
That's where a damage zone would need to be created and more animations done of them jumping ship and such.

It's a rabbit hole no one wants to start down into.
I'm amazed to hear that it's actually possible to do this!!
(not under-estimating the effort and skill needed to achieve it...)
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Old 10-05-16, 05:02 PM   #20
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Well.
You can't attach a damage to the animation itself.
You'd need to have an invisible 3D object the animation is attached to.
Then attach the damages to that invisible object.

Now say you have an animation of someone walking the deck.
He's moved several meters into his walk when the damages are taken.
The new animation of him doing whatever is going to appear.
Most probably NOT where he was standing though!

So if the animations are not done carefully with this in mind?

You'll get a Philadelphia displacement effect.
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Old 10-07-16, 07:24 AM   #21
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Originally Posted by Jeff-Groves View Post
Well.
Now say you have an animation of someone walking the deck.
He's moved several meters into his walk when the damages are taken.
The new animation of him doing whatever is going to appear.
Most probably NOT where he was standing though!

So if the animations are not done carefully with this in mind?

You'll get a Philadelphia displacement effect.
Ah, I see.
But maybe that wouldn't be a big problem if the explosion / fire / smoke obscured the displacement?
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Old 10-07-16, 01:39 PM   #22
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Ah, I see.
But maybe that wouldn't be a big problem if the explosion / fire / smoke obscured the displacement?

Good point. That would work on a direct hit to one animation placer object or so.
May even be able to get a damaged animation placer to react even though not destroyed.
Been awhile since I played with the zone files.

If it works I can post another 'How to thread' that will go totally ignored and nothing will come of it.
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