• Welcome to Battlezone Universe.
 

News:

Welcome to the BZU Archive dated December 24, 2009. Topics and posts are in read-only mode. Those with accounts will be able to login and browse anything the account had access granted to at the time. No changes to permissions will be made to be given access to particular content. If you have any questions, please reach out to squirrelof09/Rapazzini.

Main Menu

More model questions

Started by anomaly, March 25, 2008, 06:25:01 PM

Previous topic - Next topic

anomaly

I've been trying to figure out how animations work in .xsi and .x format but I haven't been able to decipher much so far.  I know there are a few people around here who like to animate in notepad so I was hoping they could give an explanation of the different numbers in the animation sets.

Here's an example from the power generator, the spinning turbine inside of it:
AnimationSet {
   Animation anim-turbine {
      {frm-turbine}
      SI_AnimationKey {
         0;
         6;
         1; 4; 1.000000, 0.000000, 0.000000, 0.000000;;,
         8; 4; 0.758758, 0.000000, -0.651373, 0.000000;;,
         9; 4; 0.688967, -0.000000, -0.724793, -0.000000;;,
         24; 4; -0.688967, -0.000000, -0.724793, -0.000000;;,
         25; 4; 0.758758, 0.000000, 0.651373, 0.000000;;,
         31; 4; 0.994869, 0.000000, 0.101169, 0.000000;;;

I know that it uses a matrix to move, rotate and scale the object but, I don't understand those first two columns of numbers.


Also, what modeling programs (aside from Softimage and Threed) can import .xsi files?

Angstromicus

What's it called? Deep Exploration? 3D Explorer? I used that program at one time to help me convert .xsi to .3ds.

Warfreak

Well, im not an expert notepad animator, but i was taught the basic layout.... here is a full layout:

the first number (0,1, or 2) Defines the type of animation. 0 is for a rotation, 1 for a movement, and 2 for scaling (only natural with custom 3ds Max animations, i have never seen a .xsi with it for bz2 thusfar)

the second number is the amount of animation keypoint. these tell what the animation to do at a certain time.

The numbers after are the keypoint details. the first number in the row being the time at which it is commenced, the second being the amount of coordinates used in the animation (rotations are the only ones that use 4) the third through fifth in movement being the x,y and z coordinate (I cant remember the order) and in rotation the 4 numbers have to do with the pure direction and movement of the rotation.

For more info, contact either GBD  or Twosheds.

General BlackDragon

#3
AnimationSet {
   Animation anim-turbine {
      {frm-turbine}
      SI_AnimationKey {
         0; [b] Type of animation? 0 is normal i belive for movement code?[/b]
         6; [b] Numer of lines in animation code, must match number of lines below[/b]
         1; 4; 1.000000, 0.000000, 0.000000, 0.000000;;,
         8; 4; 0.758758, 0.000000, -0.651373, 0.000000;;,
         9; 4; 0.688967, -0.000000, -0.724793, -0.000000;;,
         24; 4; -0.688967, -0.000000, -0.724793, -0.000000;;,
         25; 4; 0.758758, 0.000000, 0.651373, 0.000000;;,
         31; 4; 0.994869, 0.000000, 0.101169, 0.000000;;;

The lines are in order of this: first number is the number of miliseconds the animation will last. 1 is 0.1 seconds (i think), etc... The Second number is the number of sections following it in the line. the next 3 or 4 lines, depending on how many there are, are movement coordinates. (this appears to be a rotational animation), usually the first number is 1.0, i'm not sure what it is, but it probably calls for the scale of the animation.

The following 3 numbers are X Y and Z coordinates. tweak with these to get the part to move to the position u want it at.


AnimationSet {
Animation anim-engine {
{frm-engine}
SI_AnimationKey {
0;
3;
0; 4; 1.000000, 0.000000, 0.000000, -0.100000;;,
1; 4; 1.000000, 0.000000, 0.000000, 0.000000;;,
2; 4; 1.000000, 0.000000, 0.000000, 0.100000;;;

}

}


when this type of animation, a fin animation, is in play, there is a bit of "differance" in the number lines. The first line is the "forward" anim, the middle is neutral, the 3rd is "reverse" animation. This changes depending on wich way your ship is moving. These are most common animations in vehicles.


Animation anim-lleg {
{frm-lleg}
SI_AnimationKey {
2;
4;
0; 3; -1.500000, 0.949000,-2.200000;;,
10; 3; -2.650000, -1.150000, -2.200000;;,
15; 3; -2.650000, -1.150000, -2.200000;;;
30; 3; -2.650000, -1.150000, -2.200000;;;

}

}


This is a MOVEMENT type animation. This differes in the animation type number (2) and the number of digits in the lines. There are only 3, X, Y, and Z position coordinates. This is how much the object MOVES within the given TIME per line.

Think that's bout it. If you have any questions about animation code, post the code with the question, and i'll try to explain.



*****General BlackDragon*****

anomaly

Could you explain what different types of animation there are and which numbers to use for them in the first row?

Also, what restrictions are there on the Deep Exploration free trial version?  I think I might use that to get a better look at the xsi animations.

General BlackDragon

I'm not sure on all of them, What I do is find a stock animation that works in the same way, open that xsi in notepad, copy the animation and tweak it from there.

as for 3d exploration...hmm. I might can help you, you got a messenger?



*****General BlackDragon*****

BNG Da BZ Fool

In the example below, are all of the 0's required, or can they be illiminated to acheive the same result in the XSI file? Just wondered if it would make any difference for a modeler wanting to simplfy the editing in notepad.

Example: 1; 4; 1.000000, 0.000000, 0.000000, 0.000000;;,

Proposed: 1; 4; 1.0, 0.0, 0.0, 0.0;;,

Would this work or would it screw up things for the BZ engine?
When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

General BlackDragon

I'm not sure, But I always make sure the numbers have 6 digits after the decimal.

You could try it, it might work, it might not. I know Threed (crappy PoS) cuts off the 0's, and sometimes changes them to something wierd like 1.0584e-35...wich may explain why most of the models saved in it are FUBAR.

Even then, I'm not sure how animation code would....respond to having it's 0's cut off.



*****General BlackDragon*****

Raven

Deep exploration, aka 3d exploration. I believe its version 5.5.50 that is best for bz2 as I've tried most of them.
Although its a legal trial version, it doesn't run out, you just have to restart the program every time you save.
Dutchboy had a repository of them somewhere... Failing that I've got it too, so does GBD by the sounds of things.

VSMIT

Dutch Boy's 3DX site

Why is it that I'm the one that always goes to look for it? :roll:

VSMIT.
I find that if I don't have a signature, some people disregard the last couple of lines of a long post.
Quote from: Lizard
IQ's have really dropped around here just recently, must be something in the water.

GSH

Losing digits after the decimal point is probably perfectly safe, but why provoke the BZ2 .xsi importer any? It's already an ornery beast.

Values like 1.0584e-35 are essentially 0. That's how computers write 1.0584*10^(-35). Or, 0.000000000000000000000000000000000010584. Just that exponent notation is smaller/compacter, which is what you folks seem to be complaining about anyhow.

-- GSH

Avatar

I'd say Threed is exporting the notation form rather than parsing it out to 0.000000, which is what the XSI should be... 

-Av-

anomaly

Quote from: Raven on March 27, 2008, 11:16:49 AM
Deep exploration, aka 3d exploration. I believe its version 5.5.50 that is best for bz2 as I've tried most of them.
Although its a legal trial version, it doesn't run out, you just have to restart the program every time you save.
Dutchboy had a repository of them somewhere... Failing that I've got it too, so does GBD by the sounds of things.

I don't see a 5.5.50 on DutchBoy's website.  There is a 155(1.5.50?) on there, is that what you meant? I assume Deep exploration's website no longer carries the demo of the needed version?

General BlackDragon

I have the installer for the version I have still lying around. It annoys you by reminding you to go some place but other then that, it keeps working.



*****General BlackDragon*****

Raven