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-   -   THE Ultimate Animation of Crew Thread (https://www.subsim.com/radioroom/showthread.php?t=176928)

Hans Witteman 04-16-11 01:42 PM

Quote:

Originally Posted by Anvart (Post 1644111)
... yes, with my english ... to write a tutorial ... it would be absolute madness... :haha:
... In my case, the Flag is called through equipment (*.eqp file of sub)... node cfg#F01 ... and all others things through StateMachine (control) mechanism ...
IIRC, files with animations are placed in Animations folder...
File with models and file with StateMachineClasses are placed in Library folder.
Do not understand why you asked. :o
...
If you speak about your flooding and if you can use simple animations for water, you must place them in "effect-object" in interior... i think...

Hi Anvart,

If i can understand your english then it is good enough:up:

But for placing animated water plane in effect object you mean effect launcher controller? Does this have to be link via statemachines?

Best regards hans

Hans Witteman 04-16-11 01:51 PM

Quote:

Originally Posted by DivingDuck (Post 1644234)
Moin Hans,

I'll post a tut when back at home. Don't have access to any computer atm.
I have made a tut for SMC called animations only recently. It shows the dependencies of all related files and nodes. Doesn't deal with S3D though, as it was just created to understand the way the they are interlinked. I'll add a S3D part.

DD

Hi DD,

That would be great my friend and with your permission i would do a video tutorial out of it.

The statemachines controller are powerful trigger and i already understand the logic for the conditions but only need the correct nodes worflow to make it work.

So far if anyone is simply trying to make their animation work in game it wont work at all with the obj keyframes export it is only working in S3D and you can see the meshanimationdata add to it but will not work in game,

Just to make a test i took the pescarus meshanimationdata and i pasted it on plane and no animation show up in game.

So in a word meshanimationdata is not working alone it need to be call by node in a very strict way.

Best regards Hans

Anvart 04-16-11 05:04 PM

Quote:

Originally Posted by Hans Witteman (Post 1644383)
Hi Anvart,

If i can understand your english then it is good enough:up:

But for placing animated water plane in effect object you mean effect launcher controller? Does this have to be link via statemachines?

Best regards hans

I already wrote... all work through StateMachine - StateMachineWrapper...
http://www.subsim.com/radioroom/showthread.php?t=182437
#7.
... if i understand correctly your effect, you can insert your effect into existing parent object where are water flow effect...
if i don't understand your idea... you can creat new dummy-effect-object with name-prefix $Gen_ ... and two (or more) child objects - one with particles generator (and if need with new material in material.dat) and with name-prefix $... it's effect of particles over water... second child with your water model and with animation... without name-prefix.
In NSS_Uboat7_CR.sim you see InteriorEffectsManager - here are listed and divided into groups IDs of effect-objects (IIRC, parent)...
what else..? aha, in *.sim you see StateMachineWrapper controllers -
here shows the Graph names ... if your effect is new separated you must to add new controller with new Graph name... in Library folder (if you created new object and new Graph) do new file with new StateMachineClass with new Graph... if not new add into existing file your logic...
I don't remember anything anymore ...
:gulp:

skwasjer 04-16-11 05:59 PM

http://www.subsim.com/radioroom/showthread.php?t=154550

Also see last post, with link to kickinbak, that page has the video where I imported the coil...


Quote:

Originally Posted by Hans Witteman (Post 1643785)
Hi shipmates,

Something is still puzzle me in animation import process, i know there many way it is implemented in game like meshanimationdata, keyframe etc.

But i want to clarify a few points that would help the community to achieve stuff based on crystal clear video tutorial.

Here are the main obscure points :

If you look at Anvart FLG_GE in data\animations folder you have AnimationObject controller on it but no 3d nodes is in only AnimationObject controller that represent 3 different flag states.

My question is how do i put my animation in there so i can make my statemachines controller call it with array item playAnim?

Also no one anywhere in all the forum have clearly explain how to import animation even basic stuff in game?

Skwasjer have made a small video with a coil but he never show or tell how to put it in game.

So far the only way i was able to make animation work in game is by re using stock animation from different animation in game and then i change the keyframe parameters timing or rotational value.

This point really need to be explain to the user, why making the wonderful tool that is S3D if no one can use it power?

Best regards Hans


Hans Witteman 04-16-11 06:06 PM

Quote:

Originally Posted by skwasjer (Post 1644557)
http://www.subsim.com/radioroom/showthread.php?t=154550

Also see last post, with link to kickinbak, that page has the video where I imported the coil...

Hi Skwasjer,

Long time no see:salute:

Hope you are doing well my friend thank for info i will have a look at this asap and by the way i send you a pm regarding this thread :

http://www.subsim.com/radioroom/showthread.php?t=182596

If you can shed some light on this i would be more than happy :up:

Best regards Hans

Hans Witteman 04-16-11 06:13 PM

Answer on video
 
Hi Skwasjer,

I already saw those videos i have no problem importing animation or model in S3d, the only problem i have is to make the animation work in game.

In S3D the animation play fine i have no problem on that but when you look in game it doesn't show!

So i think that for animation to work also in game i have to used the statemachines controller technique devellop by Anvart and also used by DD on his periscope.

Best regards Hans

skwasjer 04-16-11 06:33 PM

It's not needed, I didn't need to... but then again, I was testing in SH4. It's been so long ago that I've worked on this that I can't remember all exactly, but this definately worked for me.

http://s3d.skwas.com/media/S3D_Anims.wmv

This vid shows the coil running without any specific controller attached. Although this was recorded in S3D it worked in game. The rods where made with keyframe anims. I wasn't up to the point of implementing the state machine here yet, all ran without it.

Hans Witteman 04-16-11 06:36 PM

Quote:

Originally Posted by skwasjer (Post 1644589)
It's not needed, I didn't need to... but then again, I was testing in SH4. It's been so long ago that I've worked on this that I can't remember all exactly, but this definately worked for me.

http://s3d.skwas.com/media/S3D_Anims.wmv

This vid shows the coil running without any specific controller attached. Although this was recorded in S3D it worked in game. The rods where made with keyframe anims. I wasn't up to the point of implementing the state machine here yet, all ran without it.

Hi again,

For me it also working in S3d but unfortunately not in game maybe i am cursed :haha:

Best regards Hans

Anvart 04-16-11 07:21 PM

Quote:

Originally Posted by Hans Witteman (Post 1644571)
...
So i think that for animation to work also in game i have to used the statemachines controller technique devellop by Anvart and also used by DD on his periscope.
...

I haven't tried ... but guess... exactly same scheme will not work in SH4 ... may be ...
... and for your mod (Flooding Effect) no need to use it... you have simple case... and StateMachineWrapper. :DL
May be we speak about different mods?

It's time for bed.

FIREWALL 04-16-11 08:41 PM

Quote:

Originally Posted by Philipp_Thomsen (Post 1532466)
Maybe now the crew will react to tense depth charging in a more realistic way, other then bend their knees and look around slowly.

Is it possible to make the crews run from one end to the other of the uboat? Would be cool to simulate crew running to the bow when crash diving.

Reminds me of an old quote. " When in trouble or in doubt, Run to Both Ends of the Boat and Scream and Shout." :haha:

DivingDuck 04-17-11 03:02 PM

Moin Hans,

if your animation shows in S3D but not ingame, you probably have not set the 3d_model identifier (see pic) correctly or you´ve got an ID conflict.

Skwasjer is, of course, right saying that you do not need a SMC to make an animation show up ingame. But there are several hooks that might prevent your solution from working.


First thing to do is to create a new node featuring a 3d model.
  1. You can do it by cloning (copy&paste) an existing 3d_model within S3D. BUT, this will not work without hex editing as the 3d model´s ID will be linked to it´s properties node via an ID entry that is not accessible via S3D. (see pic below) Therefore you´ll end up with an ID conflict. ID conflict will result in animation not showing ingame, not even the base mesh.

    http://i182.photobucket.com/albums/x...k_Node_002.jpg

  2. You can use your right mouse button to create new nodes/chunks in S3D. As I don´t know what routine S3D uses to create unique IDs I prefer method #1


Second step: you have to make sure the 3d_model type/identifier is set to 0x02. (see pic below) Otherwise you will see the base mesh only without animation.

http://i182.photobucket.com/albums/x...mation_004.jpg


Third step: select the 3d_model node and import your *.obj file sequence.
This is the easiest way to bring an ever looping animation into the game.


If you don´t want the animation to loop constantly, you´ll have to split and put the data into several files. See pic below.


http://i182.photobucket.com/albums/x...mation_002.jpg

This last pic says it all. If there´s still something missing, ask!


Regards,
DD

Hans Witteman 04-17-11 03:39 PM

Quote:

Originally Posted by DivingDuck (Post 1645161)
Moin Hans,

if your animation shows in S3D but not ingame, you probably have not set the 3d_model identifier (see pic) correctly or you´ve got an ID conflict.

Skwasjer is, of course, right saying that you do not need a SMC to make an animation show up ingame. But there are several hooks that might prevent your solution from working.


First thing to do is to create a new node featuring a 3d model.
  1. You can do it by cloning (copy&paste) an existing 3d_model within S3D. BUT, this will not work without hex editing as the 3d model´s ID will be linked to it´s properties node via an ID entry that is not accessible via S3D. (see pic below) Therefore you´ll end up with an ID conflict. ID conflict will result in animation not showing ingame, not even the base mesh.

Regards,
DD

Hi DD,

Thank for that great tutorial but finally someone as pin point that without an hexeditor animation wont work in game i knew that since the beginning and i wasted countless hours trying to make animation work in game.

So since i am not good at all at hex editor can you just show me how to change that value to fix my animation? If i type the number in File Offset of S3D in Hex editor will it show me the required information to change?

Edit: After some test i follow DD advice on identification tag for 3d model and the animation is working in game wahoooo just have to make the correct statemachines class to make it work under damage state conditions.


http://www.u-boot-hahd.com/ubootwebs...eun-Cheers.gif

A thousand thank DD you did it again mate.

Best regards Hans

Hans Witteman 04-17-11 08:07 PM

Saving animations
 
Hi again,

DD can you tell me what is your procedure to save your animation in animation folder?

Because now my water flooding work in game by changing tag ID to 2 like you mention but it is only working when i imported the meshanimationdata in my CR.dat.

If i remove the meshanimationdata it does not trigger the animation i previously saved in animation folder?

Also on game engine what is less demanding regarding animation is it better to save animation in external animation folder or to used them directly under Dat files?

Best regards Hans

Hans Witteman 04-17-11 10:52 PM

Saving .anim
 
Hi shipmates,

I did some new test on saving as .anim file, what i did is i export as raw data the meshanimationdata and import it back in .anim. file and deleted the 3d model node leaving only the noset +meshanimationdata and re link it to parent AnimationObject.

And it is still not working so i think it could be 2 main reasons, first the way i saved .anim file and second the way i build the statemachines class, so far i did only 1 states entries just to test animation trigger in game can you tell me what is wrong with this SMC :

http://i886.photobucket.com/albums/a...tteman/SMC.jpg

http://www.subsim.com/radioroom/data...8AD/vPt7//2Q==

Best regards Hans

urfisch 04-18-11 02:34 AM

hey dd.

nice to see you that fully passioned in duty again!

:yeah:

very nice progress here!

:salute:


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