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#1 |
Lieutenant
![]() Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
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[TEC] Characters' animations how-to's
Nothing major, just the way you can check all the animations for characters available in the game if you don't know it already. It is quite simple. I know that there were quite a few questions if for example ladder climbing animation is available - it is, you can see it.
Here goes how: 1. Open Goblin, do: Tools->Show scene tree. 2. Do: File -> Open.. -> data(backup)/Characters -> just drag-select all three files there -> Open. 3. Click somewhere in the view and hit Ctrl+Q to center on the figure. You will see the generic figure in 'no-animation' posture. 4. If you want to change appereance of our sailor, right click on the Dummy01 in the Scene tree->Edit controllers->click on 'Sapiens' in the 2nd column. In the table on the right you will see options to select different head/torso/legs and two objects the sailor can have (check knife out! ![]() 5. Merge in the animation. Do: File -> Merge -> Animations folder -> select any animations file -> Merge. 6. Enjoy. Check out his dancing! ![]() ![]() P.S. Don't you ever save into normal data folder. Make a backup! P.P.S. All the ladder climbing and giving way are there, even running and dropping down (alle Mann voraus!). ![]() Last edited by Vanilla; 04-09-11 at 08:28 AM. |
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#2 |
Ace of the deep .
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When will the mod be ready ?
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#3 |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
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You must first open the characterbodyparts gr-2 , then merge the characterbodyparts.chr and then merge with a animation.
Anyway when i want to change the the head of something i get a pull down menu from the editor in the left top when clicking on the current bodypart but it dissapears so quickly that i cant select anything
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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#4 | |
Lieutenant
![]() Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
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![]() Quote:
As for body features change - do this: in Project tree double-click on our sailor (Sapiens @ Dummy01 under CharacterBodyParts.chr). It will open Edit behaviour window. There click on 'Sapiens' under 'Render' - you will see and be able to change all the properties of our character there. The main problem is that Goblin crashes every now and then for no apparent reason. I recon I do make some mistakes but it is hard to figure out what goes wrong. Last edited by Vanilla; 03-29-11 at 03:41 PM. |
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#5 |
Lieutenant
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Location: St. Petersburg, Russia
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Sorry, absolutely no idea, I was just exploring animation engine to check if it is possible to make crew act more real-life like, not sure if I will be able to pull this off at all currently. But since there is no good description of how to use Goblin - I decided to post at least this little [tec] of what I've found so far- maybe some other wish-to-be modder as myself will find it useful.
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#6 | |
Admiral
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Location: netherlands
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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#7 | |
Lieutenant
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Location: St. Petersburg, Russia
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Found another strange thing: I try to change the bosun's 'strategy' in qr2 room (crew_idle_actions_qr2.aix) but Goblin does not seem to recognize any changes I make, I even tried renaming the file to no effect. I know that I edit it correctly since I test everything on the small_boat in the Sea folder first... Another issue I am having is that I don't know what methods a Waypoints object has, I wonder if I can generate a Random number somehow or get current time or at least check if it is night or day in aix script for crew. |
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#8 |
Admiral
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Location: netherlands
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I have windows vista 32 bit
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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#9 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
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Same here. Also w7/32.
I was always convinced that all the animations are done, but they never got time to pull them together. The trailer is a ingame footage, is what made me to buy the game on day 1... was hoping that the crew behavior is really the same as it was in the trailer. But this looks too complicated, I dont think that any moder ever will manage to cook this up. |
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#10 |
Lieutenant
![]() Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
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My guess the problem with disappearing drop-downs has something to do with Windows version, Goblin was obviously used only on Windows XP by devs and it is not a very stable and thoroughly tested software either. Try running Goblin in XP compatibility mode.
There can be another, although more complicated, workaround: AFAIR you can change body- and other parts directly from aix script. This way you can change the appearance in the script to check if it is the one you want and then hex-edit chr file. |
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#11 | |
Lieutenant
![]() Join Date: Nov 2006
Location: St. Petersburg, Russia
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That is a grave problem for me. I was hoping to animate crew in more sensible way, to make them act according to their duties on the boat and the environment. I started with the Bosun - he should supervise the crew so I hoped to make him walk up and down the boat occasionaly and 'supervise' what crew is doing. It is relatively easy except that I cannot make him walk through any hatches since there is no animation for that. I can only make him walk or run through the wall, or teleport him. There is an animation of a sailor going through the hatch that is used in tutorial mission, but it applicable to only one situation when the character is already in front of the hatch and this animation makes it look like he just walked through it, and works only if he is 'walking' from the bow to heck of the boat. I was even thinking of hex-editing, but then I realised that creating a complete animations by hex-editing is way beyond my skills and is hardly possible at all. So now I think I just teleport them from one compartment to another and wait for privateer to finish his epic quest agains granny so I can create the animations needed (after learning how to create them). |
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#12 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
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And is not possible to mix animations and way points? Using them like some tracks in a railway station? Meaning.. when a char is in front of the hatch, he use the go_through_hatch anime then use another track according to his "mission". There are also many animations used in the bunker, like climb ladder, carry &repair stuff etc.
I agree and I can imagine how hard is to put all this together.. is hard even as a paid job, not to mention the time required. But would be nice to have at least those lazy bummers in beds to stand up when the boat is in battle state. |
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#13 |
Lieutenant
![]() Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
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Some more tec information on how the crew is animated I discovered so far:
The crew animation consists of six parts each represented by a file (or set of files that must be merged):
Most of the interconnections between files can be determined in Goblin either by looking at Project tree or through opening 'Sapiens_manager' controller of the model. Note as well that you cannot edit waypoints behaviours in Goblin. Although there is a waypoint editor you most obviously will open when modding animations and you can edit waypoints animation there - the 'save' option is always greyed-out. The only way to edit those are through txt and aix files. NB: to see the effects of waypoints_info.txt and waypoints_edge.txt editing (notepad or whatever) just hit F9 (refresh) in Goblin. Changes in animation_info.txt files require you to re-open the files for the model to see the effects of the edit. And if you change any of the AIX files you will have to close and re-open Goblin. It appears it loads the scripts only once as it opens. NBB: Don't forget to make back-ups and experiment first with small_boat in the Sea folder. And if Goblin crashes - it's its way to tell you you have made a mistake somewhere (most often, only rarely it can crash for other reasons). Last edited by Vanilla; 04-01-11 at 07:19 AM. |
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#14 |
Lieutenant
![]() Join Date: Nov 2006
Location: St. Petersburg, Russia
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I would greatly appreciate if anyone has ideas on what methods (functions) are available in AI scripts.
I also wonder if all the classes and objects have the same set of methods available. I see there is, for example, a Random(a,b) method used by TDW in his AI script files and as far as I understand they are members of Ship class. It would be of great help if anyone can clarify whether the same can be used on Waypoints objects as well. |
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#15 | |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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