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03-07-21, 02:53 PM | #1 |
Village Idiot
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One thing we need to figure out.
How to animate that sail!
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I don't do Stupid. So don't ask. |
03-07-21, 02:59 PM | #2 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Yes, I had thought about that too. A key-framed animation could be done in Blender. That would involve importing the sail as dat object, which I am a bit reluctant to do for two reasons:
- the sail wouldn't cast any dynamic shadow on the boat; - the last time I tried to import an animation with s3d (do you remember the DC-man?), it was a nightmare... |
03-07-21, 03:01 PM | #3 |
Village Idiot
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I have insight to GR2 animations.
Not proven but then again? I just proved We can Ghost TDW's program. I don't claim to be a Game Master for no reason.
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I don't do Stupid. So don't ask. |
03-07-21, 03:03 PM | #4 |
Navy Seal
Join Date: Jan 2011
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@ Jeff
on the topic of animated boat parts, I am planning to make the davit pulley to swing. I only hope that the obj_pendulum controller will work with it as well as it does with bananas in the control room lol |
03-07-21, 03:06 PM | #5 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Quote:
But then we would need to create a vectorial animation, and I have no idea how to do it... |
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03-07-21, 03:10 PM | #6 |
Village Idiot
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IF you used a loose import? The files are corrupt as I see it.
TDW's loose import really screws the pooch! Totally wrong way to do it and I did warn him about that YEARS ago! I prefer untouched obj files as you created them. That way there are no surprises.
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I don't do Stupid. So don't ask. |
03-07-21, 03:15 PM | #7 |
Village Idiot
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Animations?
Well I did tell you how to export them and gave links to the programs to do so. Nice thing is once exported? One can gain information to edit or create new animations. Never tried attaching a dat animation to a GR2 unit myself. And I was looking and still have that dc-Man stuff. I'll check those again. I think I see the problem. Will adjust and see what happens.
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I don't do Stupid. So don't ask. Last edited by Jeff-Groves; 03-07-21 at 03:27 PM. |
03-08-21, 11:39 AM | #8 | ||
Gefallen Engel U-666
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Quote:
Quote:
As a professional Jibman in my own right, 'animation of the jib' (luffing) is generally frowned upon
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
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03-08-21, 07:19 PM | #9 | |
Navy Seal
Join Date: Jan 2011
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Quote:
In your typical style you are making an excellent point: a correctly trimmed sail does not flap, so there is little space for its animation |
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03-09-21, 12:35 AM | #10 |
Gefallen Engel U-666
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One could infer U like: "the cut of my jib"!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
03-09-21, 05:56 AM | #11 | |
Loader
Join Date: Jun 2014
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Quote:
or have some crew moving about? Les |
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03-09-21, 07:35 AM | #12 | |
Navy Seal
Join Date: Jan 2011
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Quote:
Anchor davit's pulley swinging with waves: planned Steam whistle whistling and puffing: planned Raising the mainsail: that would be cool but it is more complicated. I can't promise about it, but thank you anyway for the suggestion |
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03-09-21, 07:57 AM | #13 |
Grey Wolf
Join Date: Oct 2010
Location: Poland
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If you (or anyone else) find a way to edit characters (meaning, ability to substitute new meshes/textures or even possibly import animations), please do share how.
I was once (when making coaster pack) considering creating an entire entourage of civilians (passengers, fishermen, merchant officers) to replace the soldiers/navy sailors on civilian/neutral ships, but I couldn't find a way even to access .chr files without which even shuffling about existing meshes to get more combinations was impossible). Still have my old research though and would still like to give our Kaleuns some pause by having them spot innocent passengers on deck of that fat nice liner |
03-09-21, 09:03 AM | #14 | |
Navy Seal
Join Date: Jan 2011
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Quote:
I don't think we can create new character parts or new animations with the tools we have currently available, though the program that Jeff was pointing us to a few months ago looks promising. We can nonetheless:
The tools required for performing those tasks are Goblin Editor, notepad and (for waypoint editing) TDW's GR2 Editor. If memory serves the process is a bit tricky because there is a specific order which must be followed when merging relevant files in Goblin Editor; right now I can't go into details though, as it has been a long time since I last messed with character, and currently I have not even the game installed. I promise I will write a tutorial as soon as I familiarize again with those files |
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03-10-21, 05:38 AM | #15 |
Grey Wolf
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