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Messages - bitterman

Pages: [1] 2 3 ... 19
1
id Tech 4 Scripting / Re: Player's interactions with objects via keys
« on: January 18, 2018, 11:41:58 AM »
Another way (looks like system font is fixed and can't be changed via script).

2
id Tech 4 Scripting / Re: Player's interactions with objects via keys
« on: January 17, 2018, 07:15:08 AM »
In fact this is like multiple trigger with target_tip. Not sure about keys yet.

3
id Tech 4 Scripting / Player's interactions with objects via keys
« on: January 13, 2018, 11:41:39 PM »
I'm looking for how to implement this thing:

When player stay close to spec. entity then scripn send to HUD some message like "Use E" or "Destroy D".

Then player can press some key to interact with this entity.

Don't remember this feature in D3.

Thanks.

4
Yes, just try these console commans after ' testModel'.

As I undetstand it the anim blend used in D3 to create a smooth transition between anims with different starting poses.

5
It works like this:


6
Looks like this command must play both anims in one time (line 615, 616). But it don't. Hmmm...

Quote
=====================
  590 idTestModel::BlendAnim
  591 =====================
  592 */
  593 void idTestModel::BlendAnim( const idCmdArgs &args ) {
  594         int anim1;
  595         int anim2;
  596
  597         if ( args.Argc() < 4 ) {
  598                 gameLocal.Printf( "usage: testblend <anim1> <anim2> <frames>\n" );
  599                 return;
  600         }
  601
  602         anim1 = gameLocal.testmodel->animator.GetAnim( args.Argv( 1 ) );
  603         if ( !anim1 ) {
  604                 gameLocal.Printf( "Animation '%s' not found.\n", args.Argv( 1 ) );
  605                 return;
  606         }
  607
  608         anim2 = gameLocal.testmodel->animator.GetAnim( args.Argv( 2 ) );
  609         if ( !anim2 ) {
  610                 gameLocal.Printf( "Animation '%s' not found.\n", args.Argv( 2 ) );
  611                 return;
  612         }
  613
  614         animname = args.Argv( 2 );
  615         animator.CycleAnim( ANIMCHANNEL_ALL, anim1, gameLocal.time, 0 );
  616         animator.CycleAnim( ANIMCHANNEL_ALL, anim2, gameLocal.time, FRAME2MS( atoi( args.Argv( 3 ) ) ) );
  617
  618         anim = anim2;
  619         headAnim = 0;
  620 }
  621
  622 /***********************************************************************

7
E.g. I typed 'testmodel char_betruger'.

Model has got few anims, e.g. walk and idle.

When I try to blend these anims with 'testBlend walk idle 15' it's not working (I don't see any blending).

How can I get some example with animation blending with this or other model?

In what cases need I use it? Any examples?

Thanks.




8
id Tech 4 Models and Animations / Re: Mess with bones orientation
« on: December 12, 2017, 09:38:58 PM »
Thanks, THF.

There is some useful info:

Quote
/*
   29 =============================================================================
   30
   31   MODEL TESTING
   32
   33 Model viewing can begin with either "testmodel <modelname>"
   34
   35 The names must be the full pathname after the basedir, like
   36 "models/weapons/v_launch/tris.md3" or "players/male/tris.md3"
   37
   38 Extension will default to ".ase" if not specified.
   39
   40 Testmodel will create a fake entity 100 units in front of the current view
   41 position, directly facing the viewer.  It will remain immobile, so you can
   42 move around it to view it from different angles.
   43
   44   g_testModelRotate
   45   g_testModelAnimate
   46   g_testModelBlend
   47
   48 =============================================================================
   49 */

9
id Tech 4 Models and Animations / Re: Mess with bones orientation
« on: December 10, 2017, 09:05:08 PM »
I think there is no need to roll (or change transform orientation) any single bone in Blender.
Just create armature, then use "Child of" etc to rotate it along X+.

Another problem is:

During the transition from initial anim to a walk anim ('testmodel name' -> 'testanim walk') the custom model 'falls' through the floor. On the original model this transition occurs smoothly (linearly) in this case (pic.1).

Looks like the 'origin' bone has an offset in walk anim, but it's not (pic.2).

Why this is happens?

Thanks.

******************* update ******************

The custom model also falls through the floor whet it spawns (pic 3).

Hmm...



10
id Tech 4 Models and Animations / Re: Mess with bones orientation
« on: December 07, 2017, 10:33:15 PM »
Well, there are few defs in .def which affected on look behavior (look_joint, bone_focus etc).

It must be checked out before mess with transform orientation and roll.

11
id Tech 4 Models and Animations / Mess with bones orientation
« on: December 07, 2017, 09:47:47 PM »
As seen in the picture below Leyeaim and Reyeaim of custom skeleton are rotated at 100-110 degrees relatively eyecontrol bone.

Thus eyecontrol works wrong.

Few facts:

- custom model is facing to X+ in Blender;
- after this 'roll' values for every bone was changed from '90' to '0' (not sure about needs of this changes);
- bones orientation on custom model (which was maked in Blender) and on vanilla model (which was maked in Maya AFAIK) are different.

Any ideas?

12
id Tech 4 Models and Animations / Re: Two root bones and invalid joint
« on: November 25, 2017, 05:53:11 AM »
These articulated figures must just lie on the floor.

Instead of this some parts of models (e.g. legs) falls through the floor and other parts keep haotic moving. Looks scary.

Why is this happens?

************** upd


Quote
The articulated figure is jumpy and energy seems to enter the system.
Make sure there are no contact points fighting with joint like constraints. When for instance three bodies are connected with two universal joints, and the bodies are relatively close to each other. The outer two bodies might be considered in contact. The figure will be pulled apart at the contact points while the universal joints try to keep the bodies together. Jumpy behaviour is often the result. Disabling self collision on the whole figure or on certain bodies can fix the problem.

13
id Tech 4 Models and Animations / Re: Two root bones and invalid joint
« on: November 24, 2017, 11:48:29 PM »
1. Check vertex groups.
2. Check smooth.
3. Check export's options.
4. Good naming for bones, bodies and constraints.
5. Avoid complex multidirectional chains of bones (bad for containedJoints).
 

14
id Tech 4 Models and Animations / Re: Two root bones and invalid joint
« on: November 23, 2017, 01:06:15 PM »
Yes, thanks.

I deleted "master" vertex group which was created for "master" bone and then deleted. It fix the problem. Looks like exporter compiled md5 based on vertex groups.

Not sure about correct placement of origin, legs and knees control bones (1,2,3 on pic.).

How much tris/bones in your blue android's model from video?
And how complex af model for it?

15
id Tech 4 Models and Animations / Two root bones and invalid joint
« on: November 22, 2017, 11:00:08 AM »
There is two problems:

1. Don't see any bone with name "master" in rig (28 bones total, not 29 as writed in .md5) but after export Blender adds this bone as root. It get an error "Two root bones not allowed" or same. Fixed via commented "master" and change 29 to 28.

2. Error about invalid joint at pic. below.

Any ideas?

Thanks.

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