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Update 01.134: Animation system, Testing Tool

Discussion in 'Modding Guides and Tools' started by Drui, May 12, 2016.

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This last post in this thread was made more than 31 days old.
  1. Drui

    Drui Keen Update Guy Staff

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  2. BoredBoz

    BoredBoz Apprentice Engineer

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  3. Dwayne Height

    Dwayne Height Trainee Engineer

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    Second?!?

    No bug fixes this week?
     
  4. Vellai

    Vellai Trainee Engineer

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    42
  5. Digi

    Digi Senior Engineer

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    2,393
    You're in the modding section, see the changelog section for the full update thread.
     
  6. Eikester

    Eikester Apprentice Engineer

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    423
    has anyone got it to work? i'm trying to bring my bed pose back to life but without luck so far (always crashes)
    --- Automerge ---
    @Drui can we get an example how to add a simple pose to the game using this Animation Tool?
     
  7. Digi

    Digi Senior Engineer

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    2,393
    @Eikester
    I think I found the issue, looking through the code showed that the game still looks for the old animation definition which nullifies the name and therefore causes that crash.
    https://github.com/KeenSoftwareHous....Game/Game/Entities/Blocks/MyCockpit.cs#L1106

    So I added the old type of animation:



    And it no longer crashed, then I managed to make the animation work by doing this controller:



    Of course you should change the MWM paths (and influence area probably should be just "Body" in the old definition) but also change the layer and submachine name to be as unique as possible, if someone else adds the same layer or SM they probably will overwrite yours or vice versa.

    Didn't test it much and I skipped the "sit" transition/command thing, probably will be fine though :D
     
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  8. Eikester

    Eikester Apprentice Engineer

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    423
    @Digi thanks, works great
     
  9. darth_biomech

    darth_biomech Senior Engineer

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    1,550
    I have a problem: This is how the animations looks in the old system:
    [​IMG]
    And this happens when I hook up exactly same animations to the new system:
    [​IMG]
    Wonder what I am doing wrong here...
     
  10. Digi

    Digi Senior Engineer

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    2,393
    I still have many questions too about this system that the guide does not answer :/

    Most important one being about transitions... how does one add an animation and smoothly transition FROM it to whatever animation was before I triggered my animation ?
    The 'time' in transition doesn't seem to do anything if the node has no mwm.
     
  11. darth_biomech

    darth_biomech Senior Engineer

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    Animation trees also would benefit from possibility of random animation, or I've been unable to find how to do them.
     
  12. Digi

    Digi Senior Engineer

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    You can have a random number generator in a mix node in the animation tree but how to actually get that to give you a defined integer from 0 to N isn't clear.

    But I think there's some blending going on there between mixed tracks, so I dunno if that's the best way.

    The random field is also available in the state machine and you can use it as conditions for transitions... but I'm not sure how to use it properly for that either since it's got 0.0 to 1.0 value.
     
  13. darth_biomech

    darth_biomech Senior Engineer

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    Mix is not really for that, it blends several animations together instead of choosing one of them.
     
  14. Harag

    Harag Junior Engineer

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    Can we set additional variables from outside the animation controller? Transitions can be constrained to value ranges of a variable. Constrain each transition to a different, single value and set one of these values randomly from code. That's the best I can think of.
     
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