Recent Posts

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1
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.
2
cool.  never messed with the testblend command.  So does it work now?
3
It works like this:

4
Content for Games/etc. / Re: Sharing My Music / SFX - Over 1200 Tracks
« Last post by Eric Matyas on December 14, 2017, 08:06:23 AM »
Happy Thursday everyone,

Here are this week's new free tracks:

On the Dark/Ominous page:
"Dark Things" (Looping)
"Dark Things 2" (Looping)
http://soundimage.org/dark-ominous/

On the Funny 4 page:
"Beware of the Blob" (Looping)
http://soundimage.org/funny-4/

And on the Puzzle Music 3 page:
"The Snow Globe" (Looping)
http://soundimage.org/puzzle-music-3/
5
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 /***********************************************************************
6
id Tech 4 Models and Animations / What is the essence of animation blending in D3?
« Last post by bitterman on December 13, 2017, 10:53:19 AM »
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.



7
id Tech 4 Models and Animations / Re: Mess with bones orientation
« Last post by bitterman 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 */
8
Content for Games/etc. / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on December 12, 2017, 07:43:10 PM »
Greetings!

I've added a bunch of new images to the following page:

TXR - WOOD
http://soundimage.org/txr-wood/

I hope some of them are helpful!
9
id Tech 4 Models and Animations / Re: Mess with bones orientation
« Last post by The Happy Friar on December 11, 2017, 09:47:25 PM »
Use the testmodel command above the floor to check what's happening.  Maybe 1/2 way up a room.  Then you can see under it too.
10
id Tech 4 Models and Animations / Re: Mess with bones orientation
« Last post by bitterman 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...


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