Okay i figure out physics (very simple, just create a nother LOW POLY model around your model and export ONLY that model as collada). But how i do animations or export them? I can add bones to the model, but how animate them? with cinematic editor? <img src="http://img69.imageshack.us/img69/5002/2012032000002.jpg" border="0" class="linked-image" />
Thanks for your try to help, but no, if i open for example the arc.model i see the animation names in the file itself also if i remove the animation graph, there still all animations. I am sure, its a export "thing". <img src="http://img268.imageshack.us/img268/5997/testxd.jpg" border="0" class="linked-image" /> :(
Edit: maybe its about the builder not other programms. i am sure, the animation graph is "only" for effects, like the phasegate blueeffect.
<!--quoteo(post=1915826:date=Mar 21 2012, 10:39 AM:name=Price)--><div class='quotetop'>QUOTE (Price @ Mar 21 2012, 10:39 AM) <a href="index.php?act=findpost&pid=1915826"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for your try to help, but no, if i open for example the arc.model i see the animation names in the file itself also if i remove the animation graph, there still all animations.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's what made me think they were done in 3dsmax and then saved in the 1 file. Perhaps it's something to do with builder though.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->i am sure, the animation graph is "only" for effects, like the phasegate blueeffect.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think so. The animation graph is used to trigger all animations in the game.
Perhaps if you email one of the UWE guys they will point you in the right direction.
<!--quoteo(post=1915877:date=Mar 21 2012, 02:33 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Mar 21 2012, 02:33 PM) <a href="index.php?act=findpost&pid=1915877"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the animation graph is used to trigger all animations in the game.<!--QuoteEnd--></div><!--QuoteEEnd--> are you sure? because i take a look at the infestation and it has a "scale" animation in it but NO animation graph and you can see the infestation ingame growing/scale bigger. I am very sure now, that the builder, put the animated DAEs into the .model file. Because it makes no sense adding all animations to the model file (like 1000 frames) instead of having it like in every game. best example is half life(2), you export your model and animations, then you build them up to one .mdl file. the thing is, whats the command for the .model_compile file.
i could be wrong but thats what my guess is.
Edit: i love it when a plan comes together: <img src="http://img528.imageshack.us/img528/2794/yesbaby.jpg" border="0" class="linked-image" />
yes, if you export the animationframes you add a marker while you export and set the frames 0-XX, then you do it like i wrote. but im not sure how the player animations are because if you set for example walk in the viewer, the marine isn't running. maybe its easy and like i did, but for now i just test it. if somebody would code a ns1 mode i would compile all models ^^ but who want the old ugly models? ;)
Comments
But how i do animations or export them?
I can add bones to the model, but how animate them? with cinematic editor?
<img src="http://img69.imageshack.us/img69/5002/2012032000002.jpg" border="0" class="linked-image" />
I am sure, its a export "thing".
<img src="http://img268.imageshack.us/img268/5997/testxd.jpg" border="0" class="linked-image" />
:(
Edit:
maybe its about the builder not other programms.
i am sure, the animation graph is "only" for effects, like the phasegate blueeffect.
That's what made me think they were done in 3dsmax and then saved in the 1 file. Perhaps it's something to do with builder though.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->i am sure, the animation graph is "only" for effects, like the phasegate blueeffect.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think so. The animation graph is used to trigger all animations in the game.
Perhaps if you email one of the UWE guys they will point you in the right direction.
are you sure? because i take a look at the infestation and it has a "scale" animation in it but NO animation graph and you can see the infestation ingame growing/scale bigger.
I am very sure now, that the builder, put the animated DAEs into the .model file.
Because it makes no sense adding all animations to the model file (like 1000 frames) instead of having it like in every game.
best example is half life(2), you export your model and animations, then you build them up to one .mdl file.
the thing is, whats the command for the .model_compile file.
i could be wrong but thats what my guess is.
Edit:
i love it when a plan comes together:
<img src="http://img528.imageshack.us/img528/2794/yesbaby.jpg" border="0" class="linked-image" />
i am happy like a child on xmas lol
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->geometry "lerk.dae"
animation idle layer{
"idle.DAE" loop
blend look_yaw 0 1{
"communicate_blend1.DAE" relative_to "idle.DAE"
"communicate_blend2.DAE" relative_to "idle.DAE"
}
blend look_pitch 0 1{
"look_left.DAE" relative_to "idle.DAE"
"look_right.DAE" relative_to "idle.DAE"
}
}
animation bite blend look_pitch 0 1{
"ability1_alien_blend1.DAE"
"ability1_alien_blend2.DAE"
}
animation spores blend look_pitch 0 1{
"ability2_alien_blend1.DAE"
"ability2_alien_blend2.DAE"
}
animation body_flinch "body_flinch.DAE"
animation body_flinch_ground "body_flinch_ground.DAE"
animation dead_fall "dead_fall.DAE"
animation death1_die "death1_die.DAE"
animation fall_death1 "fall_death1.DAE"
animation flap_wings "flap_wings.DAE"
animation flap_loop "flap_wings.DAE" loop
animation die "back_die.DAE"
animation glide "glide.DAE" loop
animation head_flinch "head_flinch.DAE"
animation head_flinch_ground "head_flinch_ground.DAE"
animation land "land.DAE"
animation takeoff "takeoff.DAE"<!--c2--></div><!--ec2-->
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> <model>
<geometry "vpistol.dae" />
<materials_path "models/weapons/vpistol" />
// <physics "vpistol_physics.dae" />
<scale 1.0 />
<animation draw "draw.dae" />
<animation idle1 "idle1.dae" />
<animation idle2 "idle2.dae" />
<animation reload "reload.dae" />
<animation reload_empty "reload_empty.dae" />
<animation shoot_empty "shoot_empty.dae" />
<animation shoot1 "shoot1.dae" />
</model><!--c2--></div><!--ec2-->
but im not sure how the player animations are because if you set for example walk in the viewer, the marine isn't running.
maybe its easy and like i did, but for now i just test it.
if somebody would code a ns1 mode i would compile all models ^^ but who want the old ugly models? ;)
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> <model>
<geometry "vpistol.dae" />
<materials_path "models/weapons/vpistol" />
// <physics "vpistol_physics.dae" />
<scale 1.0 />
<animation draw "draw.dae" />
<animation idle1 "idle1.dae" />
<animation idle2 "idle2.dae" />
<animation reload "reload.dae" />
<animation reload_empty "reload_empty.dae" />
<animation shoot_empty "shoot_empty.dae" />
<animation shoot1 "shoot1.dae" />
</model><!--c2--></div><!--ec2--><!--QuoteEnd--></div><!--QuoteEEnd-->
Just wondering: Does the <b>//</b> really works for commenting out in Spark o_O ?
To use a valid XML-schema you have to use <b><!-- your comment/code --></b> for comments instead of <b>//</b>'s, anything else is invalid XML.
See <a href="http://www.w3schools.com/xml/xml_syntax.asp" target="_blank">http://www.w3schools.com/xml/xml_syntax.asp</a>
It works, because its <b>not</b> a xml file.