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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Loader
![]() Join Date: Jul 2007
Location: Central FL
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Does anybody knows which program would be able to work with .anm files?
Any suggestion would be greatly appreciated, Thanks, rea00cy
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ATROPOS-the deadly nightshade |
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#2 |
中国水兵
![]() Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 278
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Do a search at http://fileext.com
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#3 | |
Sea Lord
![]() Join Date: May 2006
Location: U-73
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#4 |
Pacific Aces Dev Team
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anm in SH3 is an animation or sequence of movements. A 3D object is placed in different positions and they are captured by a program (Usually a 3D one like Studio Max, Blender, etc) who reduces those positions to a sequence of position values the computer can read. Then, each time you play the animation the computer moves the object to the different positions recorded in a sequence whose speed can be defined, resulting in an animation. That's how many things in the game work, from crew movements to torpedo doors opening/closing.
Silent Editor can show and link animations, I don't know if it can create new ones, probably yes. ![]()
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One day I will return to sea ... |
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#5 |
Stowaway
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If your looking to do animations like
Thunder and I did for the LifeBoats stuff. Here's what you need to do. You need a base model to start with. We used a simple SH3 Guy like you see on the Docks. That model was imported then animated by building a Biped Rig. Useing standard animation techniques? Thunder created the motions. Then exported the seperate frames at a 10 frame or so setting. (He could explain his exporting better as to timeing) So We ended up with like 20 different objects of the Guy in different positions. We used a different importer then S3D. (S3D did not do animation exports/imports at the time) The animations were then done! I have a base rig that I built and use. I plan on releaseing it with a base 'Man' once I get some time to finish a few adjustments on it. It will also use Motion Capture files if you know how to use those. There's Tons of motions you can download! So you don't have to build movements from scratch! I thank Thunder for getting me going on Rigging and animation stuff. ![]() |
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#6 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
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Sure it did, just not your version
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#7 |
Stowaway
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Roger that Mate!
![]() We had to rough it for awhile back then. ![]() But your importer/exporter works wonders and I highly recommend it. ![]() But do you feel I told the process correctly? That may be more important in this thread. |
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#8 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
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Hi gentlemen's,
Talking about animation integration there is no tutorial on this so far, if possible i would greatly appreciated if someone can just give me some general pointers to help me finish it. The animation is done i only want to know how to attach an animated object to my sub that could trigger a sound file with keyboard command from the player? And since i am a men of honor i will do a complete video tutorial on it to help everybody. My goal when i will have enough time will be to do some video tutorial for the main aspect of modding because many good thing come up from sharing knowledge and a lot of fellows unfortunately won't share anything even in the world of free! Thank again for any kind of support i will not forget it trust me ![]() Regards Hans |
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#9 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
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Of course privateer. I am no expert on creating animations in a 3D studio, I've only did one (
![]() I think a fair FPS is around 10-15 (meaning 10-15 OBJ-files per second). It depends alot on the complexity of the animation. Mesh animations are 'tweened' (interpolated), so they are smoothened out by the GPU, so that's why simple animations may even suffice with only 4-5 frames and still look smooth. The biggest problem with mesh animations, it is somewhat a memory/GPU hog (compared to skeletal/keyframe), so one has to be conservative with triangles. I have made a (simple) tutorial over a year ago: http://sh4.skwas.net/media/S3D_Animation.wmv It is only a simple explanation, it does not deal with how to connect it to a controller/SMC. They have to be set up somewhat different. But the initial import process is the same. If all you want is a static (but looping) animation, this is all there is to it... Last note: very important (!), each frame must have the exact same number of vertices (and the same vertex/face order), otherwise import will yield strange results (like Tomi found out last year).
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#10 |
Loader
![]() Join Date: Jul 2007
Location: Central FL
Posts: 88
Downloads: 337
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Thanks to you all, guys!
I'm still in my infancy regarding 3D animation but moving on! I greatly appreciate your references and comments!
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ATROPOS-the deadly nightshade |
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