3rd Party Models/Media Chat / Animation doors

Author
Message
kahilo
9
Years of Service
User Offline
Joined: 4th Aug 2015
Location: France
Posted: 25th Aug 2015 11:30
Hello,

I create a 3D door, now I want it opens from its center (Classic Scifi door) when the tape play E on the door ...
How do I animate the opening of a door? Can be made with other software ...

Thank you
K.
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 26th Aug 2015 22:04 Edited at: 26th Aug 2015 22:05
What model software did you make the door in?

I am moving this thread to the models and media section as you are in the model and animation phase of this object.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

kahilo
9
Years of Service
User Offline
Joined: 4th Aug 2015
Location: France
Posted: 28th Aug 2015 09:08
Hello,

I use "Metasequoia 3D" to create my models. But it does not support animation. So I imported my model in Blender. Since I have "learned" to create the animation. Then I save the animation .x.
I think that's the way to start. After I think there are parameters to fit in the .pfe, right?

By cons, I can not test it at the moment because I rencontrei a problem of scale between Blender and GameGuru. I opened a topic for this: https://forum.game-guru.com/thread/213180

I would probably on this once I have settled this problem of scale.

Thank you
K.
TazMan
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 20th Jan 2011
Location: Worldwide Web
Posted: 28th Aug 2015 11:51
In the fpe file usualy at the the bottom you need to put something like this:


;anim
animmax = 2 - How many anmations you have, for the door you will need 2.
;In this case the total animation lasts 500 units, you will have to adjust it to the amount you used for each..
anim0 = 0,250 - The first animation from, to, the door opening.
anim1 = 251,500 - The second animation from, to, the door closing.
playanimineditor = 0 - Whether you want your animation to loop around, 0 means you don't

I hope this helps

PS: I hope you get your scaling sorted out.
HP Pavilion Laptop, AMD A8-4555M APU with Radeon(tm) Graphics HD Graphics 1.6GHz, 8GB Memory, 64 Bit Operating System (Windows 8.1), 1 TB Hard Drive.

I've got something to say - It's better to burn out than fade away.
kahilo
9
Years of Service
User Offline
Joined: 4th Aug 2015
Location: France
Posted: 29th Aug 2015 15:06 Edited at: 29th Aug 2015 15:14
Hello,

My model scale problem is solved ))

Here the position of "Key frames" in Blender, for every gate:

0 = The door opens.
30 = The door remains open.
70 = The door closes
100 = The door closed

And what I have in the mid fpe:



But it should not be that, because it does not work :-(

Thank you
K.
TazMan
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 20th Jan 2011
Location: Worldwide Web
Posted: 29th Aug 2015 18:20
I am not sure about exporting with blender, but when I export with 3ds Max one of the options is to export Animations. If it has this options in Blender then you need to check it and say how many key frames there are, in this case 100.

If it has this option and you didn't check the box and fill in the correct frames then it will not export any animations.
HP Pavilion Laptop, AMD A8-4555M APU with Radeon(tm) Graphics HD Graphics 1.6GHz, 8GB Memory, 64 Bit Operating System (Windows 8.1), 1 TB Hard Drive.

I've got something to say - It's better to burn out than fade away.
kahilo
9
Years of Service
User Offline
Joined: 4th Aug 2015
Location: France
Posted: 30th Aug 2015 09:16 Edited at: 30th Aug 2015 09:28
Hello,

It's good, it works. As you said, you had two options enable export the model from Blender to .x "Export Animation" and "Include frame rate."

For cons, the animation is created for:
- The doors open from 0-30
- Remain open from 30 to 70.
- And close to 70 to 100.

But in GameGuru they open and remain open subsequently. Dinc I tried this;



But it does not work ... I'll look in the script "door.lua" can be ...

Thank you
K.
smallg
Community Leader
18
Years of Service
User Offline
Joined: 8th Dec 2005
Location:
Posted: 30th Aug 2015 22:15
its because the door script only uses 2 animations (animation in slot 0 and animation in slot 1) you would need to remove your animation at slot 1 and put the animation that's currently in slot 2 into slot 1 (if that makes sense?)

or basically just make you fpe look like this

; anim
animmax = 100
anim0 = 0.30
anim1 = 70.10
anim2 = 30.70
playanimineditor = 0


OR
create your own script that includes all 3 animations (as im not sure why you need 30 ~ 70?)
life\'s one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, geforce gtx460, directx 11
kahilo
9
Years of Service
User Offline
Joined: 4th Aug 2015
Location: France
Posted: 31st Aug 2015 10:42 Edited at: 31st Aug 2015 11:34
Hello,

I edit my post again because I have meanwhile advanced to the solution. I'm closer to the end goal ... That's what I think :

; anim
animmax = 100
anim0 = 0.100 (the animation comes to life in full, perfect)
anim1 = 0.100 (Forced, otherwise the animation does not animate properly when the player clicks a second time on E.)
playanimineditor = 0

But another problem occurs. After the door closed, the player can still get through.

K.
TazMan
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 20th Jan 2011
Location: Worldwide Web
Posted: 31st Aug 2015 17:39
That is in the door.lua script, it turns the collision off for the entity that is being animated, It is also supposed to turn the collision back on when the animation has finished in this case when the door is closed. This must mean that your animation has not come to an end.

this looks like you are running the full animation (open and close)
anim0 = 0.100 (the animation comes to life in full, perfect)

You shouldn't need this and I think the reason you are having to use it is because of what 'smallg' says, if you are using the door.lua script, it expects too animations.
anim1 = 0.100 (Forced, otherwise the animation does not animate properly when the player clicks a second time on E.)
playanimineditor = 0

Do you want it to open pause and then close as your animations suggest, because if you do, you need a different .lua script.
HP Pavilion Laptop, AMD A8-4555M APU with Radeon(tm) Graphics HD Graphics 1.6GHz, 8GB Memory, 64 Bit Operating System (Windows 8.1), 1 TB Hard Drive.

I've got something to say - It's better to burn out than fade away.
3com
10
Years of Service
User Offline
Joined: 18th May 2014
Location: Catalonia
Posted: 31st Aug 2015 18:00
I think it should be:

; anim
animmax = 2
anim0 = 0,50
anim1 = 51,100
playanimineditor = 0

Since animmax = 100, are telling there are 100 animations, instead of just 2. Just my though.

Otherwise you are not telling to the engine, what happens with the 31-69 remain frames.

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

PM
granada
Forum Support
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: United Kingdom
Posted: 31st Aug 2015 18:59
https://forum.game-guru.com/thread/212839

This might help you,you can look at the files .

Dave
PM
kahilo
9
Years of Service
User Offline
Joined: 4th Aug 2015
Location: France
Posted: 3rd Sep 2015 14:22
Hello,

Indeed, in terms of action animation does not end after
anim = 0, 100
And that is why the playeur can pass through ...

Regarding the zip Dave, this is the first scipt I tested (doorauto.lua). It looks like what I want to reproduce. The difference is that I want the player opens the door with E. But qi'elle closes automatically.

So I'm going to point me to another writing the script for the action and animation ends after
anim = 0, 100

Thank you
K.

Login to post a reply

Server time is: 2024-11-25 05:38:13
Your offset time is: 2024-11-25 05:38:13