• 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

Finally got a walker to work

Started by Dianoga4, August 31, 2008, 03:06:09 AM

Previous topic - Next topic

Dianoga4

Well that's cool, didn't know that. I think though I might not really worry as much about the armors and perhaps more with the weapons. I think eventually I'm going to try the thing where you can switch weapon models so that when you customize a vehicle in the factory, you can physically see the new weapon on the vehicle. Since PV doesn't have shields, I could use them as a armor type thing. Hmm, is it possible to use something like the requirement setting in the odf to say that a vehicle requires a certain shield to be on it before you can put a certain weapon on it? Is that something that could be done without diving into the DLLs? This isn't going to be a big part of my mod but maybe something to try out later. For now I'll probably just go with how it's already done, certain weapons require certain buildings or whatever to be built before they are available.


Avatar I do have a question for you since you seem to be the walker king around here. I asked it in a previous post in this thread so I'll just get lazy and copy and paste heh....

QuoteI made a walking animation for it but when it moves around it doesn't complete the entire animation but only really does part of it. Any thoughts? With the Behemoth I used the walking animation for the running one as well and it seemed to work out, maybe it just isn't working for this guy?

Thanks!
Dia

Dianoga4

Bumping hoping Avatar sees it  :-D

Dia

mrtwosheds

How many keyframes did you use in the animation?

Avatar

That's usually caused by missing a keyframe at the end of the animation.

In Max you have to make sure you've got anything used anywhere in the animation (position, rotation, scale) keyframed at the first and last frames.

When any animation in BZ2 does something unexpected it's usually the result of a missing key... 

-Av-

Dianoga4

I just checked and yes, I have a keyframe at the end. It is a 20 frame animation and I have keyframes at 1,5,10,15 and 20. I copied the first keyframe on 1 to the 20th key. Not sure what else I can tell you. I could always make a vid I suppose to show you him walking.

Dia


Nielk1

Does EVERY animated part have ALL THREE types of key frame at the start and end?

Click on the image...

Dianoga4

Yes they do. I think I'll try redoing the animation as well and see if that helps.

Dia

Nielk1

Hmm, maybe it is just walking faster than the animation? IDK, I have not yet made a walker.

Click on the image...

Dianoga4

I'm going to make a new animation later on today after I get home from work and see what happens. I'll post my results.

Dia

mrtwosheds

Make sure all the animated parts have animations of the same length, eg start at 1 end at 20.
If one ended at 30, all the others would stop for 1/3 of the animation.

Quotemaybe it is just walking faster than the animation?
walkers just animate faster if you speed them up.

Nielk1

I already told him to be sure he has a key frame at the start and end of every animated part, so it can't be that.

Click on the image...

mrtwosheds

The numbers are just as important.

Dianoga4

Yea all the parts are animated to the same length. The animation is 20 frames long, the first and last frame are the same (copied the first one to the 20th). There are keyframes for all animated parts at 1,5,10,15, and 20. I just got home from work so I haven't been able to play around with it yet but I just bought a new computer case today w00t! so I'm going to be changing my hardware over to the new case before I start playing around with it.

Thanks for the replies guys, it's always appreciated.

Dia

Dianoga4

Well I finally got it to work right. The walker is a 3 legged walker so I tried just animating the lfoot and rfoot first and got it working correctly. I then animated the 3rd leg and everything seems to be working. I'm not positive but it almost seemed like it didn't like having both the lfoot and rfoot off the ground at the same time which my previous animation had. Thanks for your responses guys.

Here's a quick vid of it...

http://www.youtube.com/watch?v=im8CUOy6FyU

Dia

Nielk1

I am pretty sure 1 foot must be on the ground at every moment. If you want it to truly utilize 3 legs graphically you would have 2 dummy cube legs and the 3 would all be fakes.

Click on the image...