Product Chat / Animation scaling

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granada
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Posted: 18th Jan 2015 18:02
Hi all
Just a quick question,if i make a animated door and its to big for my level will it still work if i rescale it in reloaded.

Dave
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granada
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Posted: 19th Jan 2015 17:35
Anybody .

Dave
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Gtox
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Posted: 19th Jan 2015 18:44
Yes, it will work.
granada
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Posted: 19th Jan 2015 19:02
Many thanks for the answer Gtox .

Dave
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rolfy
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Posted: 19th Jan 2015 22:24 Edited at: 19th Jan 2015 22:28
It might work if it is vertex animation, I really couldn't say with Reloaded but with past experience of animated .x models it is best to have the model scaled correctly before animating particularly if it is a skin modifier and using bones. If you animate then scale you must remove the animation and reset transforms for the mesh then animate again in the modeling app or you will get collision errors and weird envelope issues.

Of course things may be different now but I wouldn't know since, as I say, I try to do it right in the first place and avoid these kind of problems.
granada
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Posted: 19th Jan 2015 23:28
Again thanks for the answer rolfy .I was thinking more in terms of doors /fans that sort of thing,very basic animation .

Dqve
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rolfy
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Posted: 20th Jan 2015 00:14 Edited at: 20th Jan 2015 00:28
It is mainly doors I am referring to, collision is calculated from the first frame of the animation (door closed) the collision envelope does not follow the animation, this is the reason you turn collision off in the script after opening so you can walk through the entry. If you scale the door in the game editor you may find collision has been set to the original scale. Reloaded may compensate for scaling animated dynamic entity's, I wouldn't know for sure, it is always best to have scale set correctly before animating in your modeling app to ensure things work correctly.



You could try and see how it goes but if it doesn't work out then you at least won't waste anymore time trying to fix it via the engine.
World Class Multimedia
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Posted: 20th Jan 2015 16:44
What is the possibility of importing .fbx files in the future? Collada .dae?

Almost ALL of my 3D development software outputs and inputs these two formats, so if FPSCR could import them, it would save me a boat load of trouble converting to .x, which almost no serious pro software exports to.

Mike

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smallg
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Posted: 22nd Jan 2015 01:13
Quote: "It is mainly doors I am referring to, collision is calculated from the first frame of the animation (door closed) the collision envelope does not follow the animation, this is the reason you turn collision off in the script after opening so you can walk through the entry. If you scale the door in the game editor you may find collision has been set to the original scale. Reloaded may compensate for scaling animated dynamic entity's, I wouldn't know for sure, it is always best to have scale set correctly before animating in your modeling app to ensure things work correctly."


rolfy is correct in that using the widget scale doesnt effect the collision box - ie. making something bigger will still have a small collision and vice versa however you can scale via script or fpe and the collision will change correctly - just a bit more trial and error than using a nice widget scale i guess.
by script you need to turn collision off and then scale though (this can be done in the init part so it's instant).

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DVader
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Posted: 24th Jan 2015 17:27
Yes, scaling does not work with collision via the editor as yet. Scripts seem to work as stated above. You may have more luck using the scale in the FPE file



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3com
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Posted: 24th Jan 2015 21:44
When you scale via gizmo, you must has to set collision=0 in fpe file. I've this prroblem with my gttr level (walls).

3com
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granada
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Posted: 25th Jan 2015 11:30
Thanks for all the answers guys,very helpfull

Dave
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