OFPEC Forum

Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: SFG on 24 Dec 2002, 14:09:41

Title: New animation editor out!
Post by: SFG on 24 Dec 2002, 14:09:41
http://www.aef-kampagne.de/english/feat_XAnim.htm
Title: Re:New animation editor out!
Post by: LCD on 24 Dec 2002, 15:43:27
its all kool and i already got it - but im having 2 probs wid it

1) da readme is in german  :o - cant use it - wen i tried transelating it (using web transaltor - tanks gameer 4 dat) i discovered its only regular readme - not somthin i (some hwo dont now how 2 make anims) can use 2 start creating anims and not all da words were transelating

2) dere r no good TUTs 4 how 2 start animating wid it - plz report ny resources like dat fast ;D

LCD OUT
Title: Re:New animation editor out!
Post by: SFG on 24 Dec 2002, 17:31:27
If someone explains to me how to use it i'll make a tutorial ;)
Title: Re:New animation editor out!
Post by: Chomps on 24 Dec 2002, 18:01:20
According to the newspost on OFPEC, they say they are working on a tuturial for it.
Title: Re:New animation editor out!
Post by: SFG on 24 Dec 2002, 20:00:19
Yeah, i'm inpatient ;)
Title: Re:New animation editor out!
Post by: LCD on 24 Dec 2002, 21:57:10
we r all impatient ;D

Quote
If someone explains to me how to use it i'll make a tutorial

If someone explains to me how to use it i'll make new anims  ::)  :P

waiting 2 c da TUT

LCD OUt
Title: Re:New animation editor out!
Post by: major asshole on 26 Dec 2002, 03:16:31
G'day

I've managed to make an English translation table listing items in the component tree. It is undoubtedly imperfect so don't freak if it ain't quite right but it should be a bit of a help. Add this file to your OFPAnim\Translation dir and then just select SETTINGS then SELECT TRANSLATION FILE.

hope this helps some

L8R
Title: Re:New animation editor out!
Post by: Chomps on 26 Dec 2002, 03:28:35
Hey, I think I am getting the hang of it.

This is what I know so far...

To get started:
Load .p3d --> load the p3d file in the "Daten" directory where OFPAnim is installed.  It is just the demo soldier.  I do not think it matters what p3d you load, as long as it is a man and so it has the pivot points.
Load .rtm --> load an rtm file to get started, your best bet is to fool around with an extracted anim.pbo from the demo (may even work with the full version, have not checked).

You should see the guy standing or sitting, or whatever animation you have selected.  Basically the model has predefined pivot points, I would not suggest editing those, I have no idea what kind of effect that would have.

What I did was load the cargo.rtm (the animation of the guy sitting in a vehicle, holding his gun) and delete most of the frames, so I only had two or three to work with.

This may be pretty obvious, but....
Each frame just represents a definite position, the number next to the frame indicates how much time should elapse between the frames.  In this time between frames, the program animates the object in the best manner it sees fit, so if I want the guy to jump up and come back down, if I define two frames, one when he is about to jump, one when he just landed, the program will not know that he jumped.  If instead I have three frames, one where he is about to jump, one where he is at the top of the jump, and one when he just hit the ground, it would work (but probably would not look too good).

Anyway, the components list lists the "joints" of the person.  It aranged in a heirarchy because it just makes sense anatomically.  It would go something like shoulder > elbow > wrist, simply because your wrist relies on your elbow, which relies on your shoulder.... Can you move your shoulder without changing the location of your wrist?

You can easily familiarize yourself with where the joints are by clicking each word and seeing the little yellow spot on the guy's body, which corresponds to a skeletal joint in real life, in most cases.

Now, select the second frame (out of three, if you deleted all but three) and edit it.  Select a joint like the shoulder.  The X, Y, and Z sliders control the rate at which the joint will rotate in that dimension (note: this rate has nothing to do with the rate of motion of the animation itself, just the rate at which you, the editor, is repositioning the joint)  Basically, move the slider a little to one side and hold it, the joint will rotate very slowly, move it to the opposite direction to the max, the rotation will change directions and go quickly.

After you reposition the arm by rotating at the shoulder, save the frame and play the animation.

Play around with it, it rocks!
Title: Re:New animation editor out!
Post by: PiNs_Da_Smoka on 26 Dec 2002, 05:31:58
Well, the tool is good. Its not the greatest, but it will definatlely work. Chomps just basically gave all the information you need to know. I'm sure someone will make a tutorial a little more detailed and whatnot, maybe i would if i had more time. I see some good coming of this. For the beginners, just keep trying, its not that difficult. If you can rotate something on an axis, you can use Forward Kinematics, which is the type of animation it uses. Have fun people, i know i am!  ;D
Title: Re:New animation editor out!
Post by: SFG on 26 Dec 2002, 06:37:55
Offtopic i know, but pins i couldnt help noticing your obsesion with chicken in your personal text and signature.
Title: Re:New animation editor out!
Post by: LCD on 26 Dec 2002, 18:08:32
it kool  ;D

just ny1 knows how 2 import anoder model so i can c how it sits in ? like i wanna make new anim 4 soldier caring weapon (not exactlyweapon ;D) but i wanna c how da weaponwil b in his hand - can i put 2 p3ds in da same anim ?

LCD OUT
Title: Re:New animation editor out!
Post by: Chomps on 26 Dec 2002, 18:27:52
just ny1 knows how 2 import anoder model so i can c how it sits in ? like i wanna make new anim 4 soldier caring weapon (not exactlyweapon ;D) but i wanna c how da weaponwil b in his hand - can i put 2 p3ds in da same anim ?

Yeah, it is difficult to see how your guy is going to be holding a rifle when all you get is that large proxy triangle.  I do not think you would be able to load two .p3d's at the same time into OFPanim, however, maybe you would be able to edit a .p3d in O2 and replace the rifle proxy with an actual rifle model.  I am not sure about this, you may want to ask one of the O2 gurus if this is possible.  I am going to try it out, and see if it can work.  If it does, then all you need is a special anim-making .p3d of a soldier with weapon models instead of proxies.
Title: Re:New animation editor out!
Post by: Chomps on 26 Dec 2002, 18:56:41
Okay, it does work, this is what someone needs to do...

1) Load up a demo soldier model.
2) (optional) Remove excess objects on the first LOD (flashlights, flag sprites, etc)
3) Merge in a demo rifle model, remove the muzzle flash sprite.
4) Move and rotate rifle model to exactly the position and orientation of where you see the rifle model in Buldozer (if you have the proxy models in the correct directory).  Example:  The rifle model should be behind the right shoulder with the magazine facing away from the soldier, and the entire thing should be at an awkward angle.  You have to get this position exact for best results, so keep an eye on buldozer.  You can match up the proxy model that appears in Buldozer with the actual rifle model that you merged in.
5) Delete the proxy triangle for the rifle.
6) Redefine the rifle proxy component to the rifle model.
7) Repeat steps 3-6 for a demo RPG-launcher model.
8) Save p3d and test in OFPAnim by loading up your p3d, then a bunch of in-game rtms to make sure the alignment is perfect.
9) Distribute your animation-making p3d.
Title: Re:New animation editor out!
Post by: LCD on 26 Dec 2002, 21:58:11
i played wid it lil  ;D

got som lil kick anim  :o  ;D

but how 2 put it in OFP ? how 2 make .cpp ?  ;D

LCD OUT
Title: Re:New animation editor out!
Post by: Chomps on 26 Dec 2002, 22:28:36
Nice kick animation there.

To find out how to make the .cpp, I extracted the pbo of that custom animation demo (the one with the guy sitting in the jeep and the break-dancer).  Well, it has some parts to it, looks fairly complex for the cargo animation, but not too bad for the breakdance animation.  I guess this is because the cargo animation had to handle the properties that come with being associated with a vehicle and the breakdance animation is a straight animation.
Title: Re:New animation editor out!
Post by: LCD on 27 Dec 2002, 00:00:10
i took a look @ da customanims .cpp nd tried 2 make it on my anim (by changing da names nd da name of da file dats all) but it didnt work  :-\

nything else dat should b changed 2 get it ingame ?

LCD OUT
 
Title: Re:New animation editor out!
Post by: Hovmand on 27 Dec 2002, 02:17:49
i got it ingame replacing the qwerty.rtm file in Teacups Customanim addon, and using this command in a radio alpha trigger: p1 playmove effectbboy.

But the dude gets burried up to his waist  ???
Title: Re:New animation editor out!
Post by: LCD on 27 Dec 2002, 02:34:00
Quote
But the dude gets burried up to his waist


ROFLMAO

 :o

gotta b somthin wid da cpp ;D didnt gave hime ny order 2 move ;D m gonna expirement wid it tomoz ;D

LCD OUt
Title: Re:New animation editor out!
Post by: ofp..hahha on 27 Dec 2002, 05:42:49
Yeah maybe we can all figure this out but... How can we implement our own custom animations that we would like to use for other stuff like the scud does?
Title: Re:New animation editor out!
Post by: LCD on 27 Dec 2002, 07:39:57
After 31/2 hours of work i present more detailed kick ;D got 42 frames now ;D da last bits r lil rushed but dats cuz its 7:40 AM nd i need 2 go 2 sleep ;)

also have som Qs if ny1 figured it out ;D

1) wat is da anim step time (u know dere is number near each step) from som reason da st00pid prog keeps puting near all of em da number 1.0 nd mark it wid red  :-\ (its prooly easy 2 understand but @ 7:40 i cant get nothin ;D)

2) ny1 discovered how 2 put fine .cpp 4 it ? if so tell me or jusr put da .rtm file into OFP nd send it 2 me ;D

WARNING SPAM
ALL EVERON CARTEL FANS - DA EC GOT ANIM-MAKER NOW ;D

sry but i had 2 do dat ;) ;D

LCD OUT

[edit]Oops forgot 2 attach da file ;D
Title: Re:New animation editor out!
Post by: PiNs_Da_Smoka on 27 Dec 2002, 08:03:48
@LCD

    The timestamp is jsut that, a time stamp. Which basically, i could be wrong slightly, tells you how long in between each frame. This has been somewhat difficult for me for some reason, i'm still trying to figure out exactly how to time everything and how it gets affected by it. (that really only makes sense to me ;D )

And as far as the .cpp, i too have used the one from teacups animations. Its very simple, here is what you need to change...

Original....
Code: [Select]
VEH_MOVES_VAR(JeepCodriverTCP, \CustomAnim\jeepcodriverTCP, 1, 4);

      class EffectBBoy: StandBase
      {
         actions = StandTalkActions;
         file=\CustomAnim\qwerty.rtm;
         speed = -12.0;
         looped=false;
         soundEnabled=false;
         duty = RestDuty;
         interpolationSpeed=2;
         connectFrom[]={Stand, 1, StandVar2, 1, StandVar3, 1};
         connectTo[]={Stand, 1, StandVar2, 1, StandVar3, 1};
                  interpolateTo[]={StandDying,0.1,StandDyingVer2,0.1};              

Fixed....
Code: [Select]
VEH_MOVES_VAR(JeepCodriverTCP, \peyo\jeepcodriverTCP, 1, 4);

      class peyoi: StandBase
      {
         actions = StandTalkActions;
         file=\peyo\peeing.rtm;
         speed = -6.0;
         looped=false;
         soundEnabled=false;
         duty = RestDuty;
         interpolationSpeed=2;
         connectFrom[]={Stand, 1, StandVar2, 1, StandVar3, 1};
         connectTo[]={Stand, 1, StandVar2, 1, StandVar3, 1};
                  interpolateTo[]={StandDying,0.1,StandDyingVer2,0.1};            

All you need to change is the .pbo path, and the name of your animation. The line

Code: [Select]
class peyoi: StandBase
Is the name of your animation that you will use when calling it. For example

guy playmove "peyoi"

Simple as that :)
Title: Re:New animation editor out!
Post by: LCD on 27 Dec 2002, 08:09:43
@ pins -
Quote
The timestamp is jsut that, a time stamp. Which basically, i could be wrong slightly, tells you how long in between each frame. This has been somewhat difficult for me for some reason, i'm still trying to figure out exactly how to time everything and how it gets affected by it.

arghhh just not dis - meens i need 2 create good timing 4 everything now - Damn - but i wil get dis tomoz  ;D

tanks 4 da .cpp - gonna test it tomoz also ;D

LCD OUT
Title: Re:New animation editor out!
Post by: PiNs_Da_Smoka on 27 Dec 2002, 08:28:19
arghhh just not dis - meens i need 2 create good timing 4 everything now

Hmm....did you expect everything to just kinda, fall into place? Don't think so my friend. Welcome to the world of animation. I wish it used some sort of frame timeline, as used in many 3D programs. Makes it a little easier on the brain. O well. :-\
Title: Re:New animation editor out!
Post by: LCD on 27 Dec 2002, 08:36:20
@ PIns - thik ur wrong - i opened da .rtm by teacup - nd all da brakedance fit in exactly 1.0 - so or it is all1 (min or sec or watever it is) or its is somkind of frame timeline :P  ;D

nd i dont think da whole brake dance anim is exactly min ;D

also wen i tried my anim i noticed dat it dont play da part dat was timed now by me after da 1.0  :-\

also can ny1 check my .rtm nd tell me y da fuck da soldier goes underground wenever i try 2 play da anim ?

LCD OUT
Title: Re:New animation editor out!
Post by: PiNs_Da_Smoka on 27 Dec 2002, 08:43:24
@ PIns - thik ur wrong - i opened da .rtm by teacup - nd all da brakedance fit in exactly 1.0 - so or it is all1 (min or sec or watever it is) or its is somkind of frame timeline :P  ;D

Its not a minute or second silly. Its simply the "timeline" for the frames.


P.S.

Dude. SPEAK ENGLISH! I mean REAL english. Not all this abbreviation and "da" crap. Granted its my name, but for gods sake man, when trying to communicate with other human beings, try and speak normally. I have a hard time understand what in gods name you are trying to say. ;D
Title: Re:New animation editor out!
Post by: LCD on 27 Dec 2002, 08:47:31
watever  ;D

dont understand in animating  :-\

i wil continue making anims nd try timing em right W/O getin 2 much into dis

just have 2 discover y da man goes undergroud  ;D

gtg n sleep or i wil sleep on da keyboard ;D

LCD OUT
Title: Re:New animation editor out!
Post by: 1B1KSniper on 27 Dec 2002, 09:51:31
For the timeline it always begins 0 and ends 1.  I have been playing with this too and I would appreciate it if someone could show me how to incoprorate an rtm into the cpp to make the anim the walking/moving animation of a vehicle.  All I know so far is that I have to define it in the cfgMoves class in the cpp...  If someone could make an example for me I would appreciate it.
Title: Re:New animation editor out!
Post by: teaCup on 27 Dec 2002, 14:08:03
Hey guys,

Here's a little config, to help you preview your animations. It's really simple. But it's for a "StandBase" class anim, so you might want to change that (and a lot of other stuff).

Two words about the timebase of all .rtm-animations: it's not a fix one (e.g. 15 f/s - common for games). It varies. The final (ingame) speed is set by the speed attribute of the config. In the .rtm, frames are indexed, and the index for each frame is the result of (1/number of frames in sequence)*frame number..

And the reason why your soldiers are buried half way into the ground, is that when making your animations, you have your man buried half way into the grid. Move them all up.

Hope it helps..
Title: Re:New animation editor out!
Post by: Viking on 27 Dec 2002, 14:19:30
Hi all! ;D

I was playing around here with the Animations, and tried making a new anim where the soldier when he does: "Put *weapon* on back", he would just let go of it, and let it sling loosely on his front(like in Ghost Recon and in real life), but I couldn't sem to get it right :-\... Has anyone else tried this, yet?

There is a great number of people who want this! ::)

Cheers,
Viking
Title: Re:New animation editor out!
Post by: LCD on 27 Dec 2002, 19:44:49
@ Teacup - tanks 4 da .cpp nd da solution of da anim prob  ;D but it gave me anoder prob  :-\ how can i move da model 2 b above da grids in da OFP-Anims prog ? i cant c nything 2 do dat dere  :-\ ny1 who figyres it out plz t4ell me ;D (also tel me on wayz2 do it outside da prog ;))

@ Pins - dere was a thread on my english speaking 1ce  :P dont start again ;D

LCD OUT
Title: Re:New animation editor out!
Post by: Chomps on 27 Dec 2002, 20:23:37
LCD, I am not sure, but when you are in edit frame mode, there is this little grey switch button with the word "rotate" next to it.  Try shifting this to "move" and select the main pivot.

I do not have the program loaded right now so I am kind of typing out of my ass.
Title: Re:New animation editor out!
Post by: LCD on 27 Dec 2002, 21:57:47
K

chomps was right  ;D

now dere is anoder prob 4 lil st00pid me ;) ;D

da anim makes da man turn 2 da side 2 kick  :o LOL

also attached is first beta so u can c wat happens

tanks 2 : Teacup, Chomps, Pins, da creator of dis tool ny1 else who looks @ it ;D

known bugs - som speed problems, unit turns 2 da side 2 kick, da timing of da moves isnt exact :D

hop u enjoy it :D

LCD OUT
Title: Re:New animation editor out!
Post by: teaCup on 27 Dec 2002, 22:51:39
I just watched LCDs first babysteps towards becoming a badass animator  ;D.

The "turning 90 deg. problem": there's a difference between "model world" and "animation world". "Front" for animation is 90 deg. right from what Oxygen considers "front". You can see that when you load a .rtm into OFPAnim: the model takes up the new pose, but at the same time it instantaneously "rises" from the grid and turns 90 degrees. The solution: before you start animating, bring the model above the grid (ground) and turn it 90 deg. to its right.

Good luck..
Title: Re:New animation editor out!
Post by: LCD on 27 Dec 2002, 23:09:50
Tanks 4 da compliment teacup  ;D

donna try converting my anim 2 da right 2day ;D

LCD OUT
Title: Re:New animation editor out!
Post by: SFG on 28 Dec 2002, 00:22:53
Nice job LCD!
Title: Re:New animation editor out!
Post by: LCD on 28 Dec 2002, 00:54:11
tanks SFG  ;D ETA 4 new ver is bout 5 dayz (its end of year nd i dont have much time free 2 make it faster ;))

also next ver wil have more frames nd wil b done soda soldier dont have 2 turn 2 kick  ;D

LCD OUT
Title: Re:New animation editor out!
Post by: Chomps on 28 Dec 2002, 05:58:02
Maybe one of us could make a custom animation for a soldier sitting on the edge of a helicopter, for Littlebirds and Hueys.

I am going to mess around and see if I can make one.
Title: Re:New animation editor out!
Post by: PiNs_Da_Smoka on 28 Dec 2002, 11:48:23
Personally, i think people should make addons and keep them directly for specific things. Like there own seperate addons, new units and whatnot. Releasing packs of animations seems a little, unecessary to me.
Title: Re:New animation editor out!
Post by: Darkninja on 28 Dec 2002, 12:01:18
Give me some animals...  ;D
Title: Re:New animation editor out!
Post by: Chomps on 28 Dec 2002, 22:33:57
Maybe someone can fix the hand signal animations in the game, so they do not make the soldier put his gun on his back and take it off.
Title: Re:New animation editor out!
Post by: BlinkDog on 28 Dec 2002, 22:56:20
A few animations I would like to see:

A standing postion for LAW and AT weapons. So a person can fire the weapons from higher walls and move easier. It would be a bit less accurate (some woobling).

Quadradped animals, dogs horses etc.

Emotes, Hand wave for greetings and good byes, yawn, Rude gestures.

Carrying objects like Suitcases and duffle bags. MG's instead of sluing on back are carried on shoulder. Spec ops troops carry their firearms in the ready position instead of at the hips.
Title: Re:New animation editor out!
Post by: LCD on 28 Dec 2002, 23:12:06
one very important saing is - if u want somthing to get done do it yourself :P

as now dere r less dan 10 OFP unofficial ANimators (i think) it wil b prooly lots faster 2 doit urself, its not dat hard  ;)  ;D or maybe u can try convincing som1 2 do a anims 4 u  :-\

LCD OUT
Title: Re:New animation editor out!
Post by: BlinkDog on 29 Dec 2002, 11:02:30
well thats true if I had even an idea of how to use a 3d editing program. Also if I had the time. Currently I am making a huge island in Wrpedit and it is about 90% done towards beta phase, or about 70% done all together.
Title: Re:New animation editor out!
Post by: PiNs_Da_Smoka on 29 Dec 2002, 11:44:14
I think people are going to be using this more on a personal basis. Meaning, as i hoped before, i don't think people will just make stuff and make it available for the hell of it. The smart ones will keep it for there own addons and released with it properly.
Title: Re:New animation editor out!
Post by: LCD on 29 Dec 2002, 16:15:16
yeah Pins dats bout it :D

but b4 i start makin anims 4 da EC nd realsing it wid da addon i wanna make som anims 2 get used 2 da program (also i alwayz wanted 2 make rappeling ;))

CLD OUT
Title: Re:New animation editor out!
Post by: PiNs_Da_Smoka on 29 Dec 2002, 23:21:18
You're not going to release just a regular soldier with new animations, are you? Please don't, thats the last thing we need is to get flooded with shit we can remember. If you havea new textured soldier or whatever then great, but don't contribute to a flood that just might happen. But granted, not everyone can animate, but still, its a fear of mine. :)
Title: Re:New animation editor out!
Post by: The_Milky_Bar_Kid on 30 Dec 2002, 00:24:18
This is cool stuff, but I have a question:

How do I add animations to weapons?

I have made folding and unfolding animations for my AKs74u Shorty, but I don't know how to get them into the game.
Title: Re:New animation editor out!
Post by: LCD on 30 Dec 2002, 00:31:10
not goin 2 realese reg soldier wid anims dont wory  ;)  ;D

wen i get used 2 da tool nd makin good animations i wil make som anims 4 da EC addons (nd da anims needed 4 da EC cutsens ;D - things like smoking Anims)

not gonna flood OfP wid worthless shit ;)

LCD OUT
Title: Re:New animation editor out!
Post by: Pandoz on 30 Dec 2002, 01:07:14
hey i have also been playing and i have tried to load NUMEROUS p3d files of weapons, vehicles,buildings (like the one pictured in the example screenie) but where can i find them? or what is the name of the exact p3d? i have tried the ones in the dta folder in the data3d subfolder to no use...if any1 can help i would appreciate it a lot! thanx


[NAA]Pandoz
Title: Re:New animation editor out!
Post by: 1B1KSniper on 30 Dec 2002, 07:14:13
I'm working on animating vehicles.  And I am stuck at the moment.......
Look at my other thread to see the cpp so far.
Title: Re:New animation editor out!
Post by: TYsiEK on 30 Dec 2002, 13:36:04
Hi @ll. I need to write some .cpp but not for moves (i mean "A" , "S" , "W" , "D"). I making a V-22 Osprey and i must add new action and new .rtm animation for change the pitch of the Osprey rotors. Of course i have done new animation in .rtm for do that. But i just need few lines from .cpp to define the new .rtm animation touched on by new action. Somebody understand me ?? :) .
Sorry for my bad english.
Title: Re:New animation editor out!
Post by: ofp..hahha on 31 Dec 2002, 10:07:28
yes very good idea i am also looking to switch this animation with the gear one done by cpp does anyone have an answer for this?
Title: Re:New animation editor out!
Post by: TYsiEK on 31 Dec 2002, 11:41:23
No, everybody haven't answer beacause everybody's sleep here. Well, nobody looking on this forum. That like in BIS forum.
Title: Re:New animation editor out!
Post by: Dschulle on 07 Jan 2003, 16:21:07
I just want to inform you, that a new version of OFP-Anim will be released soon.
(See www.aef-kampagne.de (http://www.aef-kampagne.de))
Title: Re:New animation editor out!
Post by: LCD on 07 Jan 2003, 16:27:52
Kool

b sure 2 inform us wen its realesed  ;)  ;D

also if u can make som kool TUT it wil b 1000 times beter  ;)

but its kool nyway  8)

LCD OUT
Title: Re:New animation editor out!
Post by: Pandoz on 07 Jan 2003, 22:35:26
ya....im finding a few little things that confuse me a little bit..a general beginning to end tut would make it many times better! also where can i get that dancing animation that you all talked about for using the config for? thanx for ur help


Pandoz
Title: Re:New animation editor out!
Post by: teaCup on 08 Jan 2003, 20:03:00
Try this: http://www.ofpec.com/yabbse/index.php?board=13;action=display;threadid=3683 (http://www.ofpec.com/yabbse/index.php?board=13;action=display;threadid=3683)
Title: Re:New animation editor out!
Post by: LCD on 08 Jan 2003, 23:24:36
i dont understand almost anything in modeling  :-\ but dere is somthing i wanna know - so i can make addons wid animatons - what should the p3d model have so i can open it with da program ? - i tried openeing the dog model - its made only from one compotent - and wen i opened it dere was no parts tree.  :-\ - so my questions is :- wen i open costum addons - how i create da tree parts ? i do it or its somthing dat done wid da model itself ?

LCD OUT
Title: Re:New animation editor out!
Post by: Pandoz on 09 Jan 2003, 03:57:49
hmm ya i am always getting like errors when trying to load P3D's saying its not the right format? does that mean that the tree isnt created for it or they havent done all the things in Oxygen?! i dont know which is the right "type" of P3D to open...
Title: Re:New animation editor out!
Post by: DeadMeatXM2 on 09 Jan 2003, 11:28:15
LCD: The object Selection tree is made in O2, and unfortunately the current version of the Anim Tool only supports the Soldier model selections. (Every time i try making my own selections, or using them from models other than soldiers I get an "Access violation error"

Maby you could open the dog p3d, and add the soldier selectrions to it, then you can animate it, so that it walks "properly" :D

Pandoz: You have to open Mlod models, these are available with the 1.36 demo of operation flashpoint, the full version (the actual game) p3d's will not work.
Title: Re:New animation editor out!
Post by: LCD on 09 Jan 2003, 20:39:40
thanks  ;D

gotta try dat ;)

LCD OUT
Title: Re:New animation editor out!
Post by: ofp..hahha on 11 Jan 2003, 22:05:22
does anyone have link to the break dancing dude and the jeep with new cargo actions?
Title: Re:New animation editor out!
Post by: Crassus on 11 Jan 2003, 23:42:16
Tried attaching the file to this post, but it's more than the limit of 50KB...Doh!!! :o
Title: Re:New animation editor out!
Post by: ofp..hahha on 11 Jan 2003, 23:44:43
well pm me then plz
Title: Re:New animation editor out!
Post by: Zack on 15 Jan 2003, 22:48:48
this is really cool stuff. i just started playing around with the tool and really like it so far. i think this is the file people asked before, found it in the maya-tool post linked before:
http://www.spunge.org/~ntib/CustomRTMs.zip (http://www.spunge.org/~ntib/CustomRTMs.zip)
im going back to tryout more.
Title: Re:New animation editor out!
Post by: Zack on 15 Jan 2003, 22:51:36
i forgot to ask:
will it ever be possible to make custom anims for vehicles, im thinking of walking mechas and so on.
if someone finds out, please tell me.
Title: Re:New animation editor out!
Post by: Captain Winters on 26 Jun 2003, 03:54:03
Well... any tut's yet. I'm startin to get the hang of this :D

Tanks! 8)
Title: Re:New animation editor out!
Post by: PicVert on 28 Jun 2003, 20:14:34
 :'(

one year and no tutorial for this very usefull tools  :'(

SOME ONE WHO KNOW THIS TOOLS CAN WRITE SOME LINES PLEASE...

PleAse...............
Title: Re:New animation editor out!
Post by: Maatz on 07 Jul 2003, 12:37:40
thats right. some people know how to use that thing, but they dont tell the others!
Title: Re:New animation editor out!
Post by: Drewb99 on 29 Jul 2003, 22:10:21
I made myself a new animation that I edited from a BIS anim, but when I run it ingame it only goes for the first few frames that I didn't make and then ends before reaching my custom frames.  ???
Title: Re:New animation editor out!
Post by: teaCup on 30 Jul 2003, 16:21:21
If you want help with that, you can attach the file(s) to your post, so we could take a look, see what went wrong.

As for detailed tutorials on how to use OFPAnim, you could ask Dschulle himself, if he's not too busy. If i'll have some  time on my hands later, i might give it a shot. But i can't promise anything...
Title: Re:New animation editor out!
Post by: Crassus on 04 Aug 2003, 04:03:17
 ::) Come on, lads, for the good of the community--okay, me  ;D is someone working on an AnimX tutorial?

Please? 8)
Title: Re:New animation editor out!
Post by: SilverWolf on 12 Aug 2003, 19:19:16
http://forums.ofp-editing.de/viewforum.php?f=31&sid=5859caec71289c95ae399fd434e598ca
Could someone translate some tutorials from there, please? There seems (don't really know :P) to be answers for all questions....  :-\
Title: Re:New animation editor out!
Post by: 1B1KSniper on 12 Aug 2003, 23:00:10
My best advice is to play around with it, that's how I learned.  I haven't used it in about 8 months though
Title: Re:New animation editor out!
Post by: TMan10K on 08 Oct 2003, 17:56:47
I've been following this post for a bit now, and I have learnt most of OFPAnim through this post and general fiddling about. :D

I have 2 questions:-

* I've made some animations for my FN P90, and I've stuck them in the config file and they work ingame, but I can't move. Is it possible to somehow implement this into the walking, running animations e.t.c, or do I have to make all new anims for every move on OFP just for my P90?

* Is it possible to move the gun proxy in OFPAnim, so I can have my P90 in the right place, and is it possible to see my P90 in OFPAnim?

Thanks, TMan10K