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-   -   Flakmonkey's Interior with crew (https://www.subsim.com/radioroom/showthread.php?t=180438)

Schwieger 02-18-11 11:58 PM

Quote:

Originally Posted by USNSRCaseySmith (Post 1600835)
Wait so someones actually going to do that!?!?! Ill be so happy!! haha

He said he'd look into it. He didnt make any promises.

MCHALO12 02-19-11 04:42 AM

Quote:

Originally Posted by privateer (Post 1600798)
You need to do a mesh animation of each actor.
Then import with S3D.
Useing StateMachine, you can have reactions to States.

To make animations easier?
Search for CrypticARSetup.
:03:

Hi Privateer,

you obviously know a lot about this topic. I already tried to import a simple mesh animation in S3D, but did not get any working results. Could you please please explain it a little bit more detailled to me (perhaps in a PM, if you like)? I also do not know anything about state machine controllers... What are they for?

@Hans Witteman: I do not share your opinion, I think crew members as static objetcts are at least one step towards a "Das Boot" feeling. Of course animated bodies are much more advanced, but therefore, the static objects have to exist anyway.

Best regards, MCHALO12.

Rickster1 02-19-11 06:40 AM

As is happening in sh5 any extra crewmen static or not is a move forward. I play sh5 mostly but find it frustrating with crashes and my graphics card has problems with it . I love the stability of sh3 gwx with fm interiors but find the sub a ghost place so extra crew even static will enhance the game in my view, so static is better than none please.

raymond6751 02-19-11 07:24 AM

Idea
 
Quote:

Originally Posted by MCHALO12 (Post 1600683)
Hi Kaleuns,

great that you like it! More crew members will arrive soon!

@Stormfly: At the moment, the new crew members are static objects, but the goal is clearly to implement simple animations. I first thought of keyframes, but quickly realized them not to be the appropriate way to animate human bodies.

I already asked Diving Duck for help and I repeat my demand here: if anybody could help me implementing bone or mesh animations in SH3, please please contact me! I won't make it by myself, but with a strong community I think almost nothing is impossible!

Best regards, MCHALO12.

I'm not a modder but have an idea. Since most of the SH3 files appear again in SH4, perhaps it is possible to borrow some backwards. I am thinking of the animations for the repair crew animations. Those animations may be files, just a thought.

MCHALO12 02-19-11 07:31 AM

Hi guys,

a few new pictures of my version of "Johann":

http://s7.directupload.net/images/110219/oibjmp6d.jpg

http://s10.directupload.net/images/110219/wzectacb.jpg

http://s7.directupload.net/images/110219/tawkv6se.jpg

http://s5.directupload.net/images/110219/sbczn7bi.jpg

@Raymond: Good idea, I did not know, that there was such an animation in SH4 until now.... Could be worth a try!

Best regards, MCHALO12.

skwasjer 02-19-11 09:50 AM

Check out this vid I made a while ago:

http://s3d.skwas.com/media/s3d_animation.wmv

It does not cover everything regarding mesh animations but is a start...

Rickster1 02-19-11 10:04 AM

I like Johann

MCHALO12 02-19-11 10:27 AM

Hallo skwasjer,

Thanks for the link to your video. It`s very informative, but a friend from the Ubi-Forum already got this far when we were trying to implement mesh animations. The problem was, that the animation actually did work in S3D, but not in SH3... But perhaps this was more a problem of start conditions than of the animations itsself? We expected the animations to start automatically (like keyframe-animation). Did we miss something here?

Hope you can help me!

Best regards, MCHALO12.

skwasjer 02-19-11 11:05 AM

Mesh animations DO run automatically. Normally anyway. With statemachine controllers you can turn them on/off (PlayAnim/StopAnim commands or something like that). I can't really say much about why they wouldn't run for you automatically without more info. Perhaps, if you place them via equipnodes, or if they inherit some kind of class/behavior, they might be turned off. I don't really know, I have gone only so far with testing..., and it's been 2+ years since I looked at SH4, longer even for SH3 :]

MCHALO12 02-19-11 11:32 AM

Thanks skwasjer,

I will try again and hope for better results. So I do not have to place anything in the "Animation" folder or create any other controller than you did in the video?

Best regards, MCHALO12.

MCHALO12 02-19-11 12:54 PM

As the last man arrived, the engine room crew now is complete:

http://s3.directupload.net/images/110219/zbyuglcv.jpg

http://s5.directupload.net/images/110219/b928nlwx.jpg

http://s3.directupload.net/images/110219/tuthvzd9.jpg

http://www.subsim.com/radioroom/]htt...9/tuthvzd9.jpg

Best regards, MCHALO12.

Rickster1 02-19-11 01:08 PM

great work, how long till they are available for my crew roster !!

Magic1111 02-19-11 02:50 PM

Looks very, very nice !!! :yeah:

I canīt wait to see it in game...............! :D

Madox58 02-19-11 11:16 PM

Mesh Animations is all you can use in SH3.
You can blend mesh animations with Key frame animations to get very good results.
Until there is a Tool to export the animations from SH4?
They are worthless for SH3.
StateMachine Controllers added to the animations can do some really wild effects.
You need to understand what they do and how they work to take advantage of this.
You also need to understand how to break up and re-build the animations.
S3D has some short cut keys that I don't know that would avoid Hexing.
(I believe I saw that somewhere but can find it now)
I've pretty much walked away from SH Modding for now.
I have a few Ghillie Suits to finish along with some mods to an SKS.
:03:

Rickster1 02-21-11 03:44 PM

Any idea when release date is for this great mod?


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