Scripts / Looping Animations

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Belidos
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Posted: 22nd Jan 2016 10:53 Edited at: 22nd Jan 2016 11:22
I'm going to be making some models soon that will have an animation that I need to loop, for example a hanging sign that swings back and forth.

To have it loop will I need to script it in the LUA? Or is it set in the FPE? And how do would I do it?

Also, before I start wasting my time creating the model, in Blender you can create a mode so that parts of it move when the model is moved, for example if you make a car model you can fix the wheels so that when placed in a game engine if you move the model forward the wheels automatically turn with no actual animation frames etc. Will these types of models work in GameGuru? ie if I was to make a car this way could I place it in GG and move it around using the move entity lua commands and would the wheels turn?
Johno 15
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Posted: 22nd Jan 2016 11:30
As far as I know you can use the LoopAnimation command in lua after setting the frames you would like to loop e.g



as far as your other question goes, I'm no modeler so I can't give you an answer on that
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smallg
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Posted: 22nd Jan 2016 12:02
for the first 1 it depends how you want the animation to play, if it's a constant loop (like a tree blowing in the wind) you can simply set playanimineditor = 1 in the .fpe to make is loop through the animation endlessly and then you dont need any script, if you want more control or more than 1 animation you will need to script it.

i would suggest doing a quick test for the 2nd question, maybe a simple box with some wheels?
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Belidos
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Posted: 22nd Jan 2016 12:08 Edited at: 22nd Jan 2016 12:09
Thanks SG, exactly the answer I was hoping for, all of the models I have planned are animated with simple animations that I want to loop as background fluff so if what you say works then that's perfect. I didn't realise that playanimineditor = 1 would make it animate all the time, I thought it was only in the editor/test modes.

As to the second one, I didn't really want to try it myself because it is a lot of work to set up even for a basic model like your suggestion, I was hoping someone would know, but i'll give it a try over the weekend.
Pirate Myke
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Posted: 22nd Jan 2016 15:18
Yes, let the engine do the animating. No script required for this kind of animation.
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BadGibbon
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Posted: 22nd Jan 2016 20:45
Hi Guys

Just wanted to ask, if it is possible to run animations in reverse?

i.e. instead of say:
SetAnimationFrames(1, 100)
can you say:
SetAnimationFrames(100,1)

I thought I'd read it somewhere that it was, but it doesn't seem to work for me!
It would make life so much easier...

Thanks to anyone who can help.
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Pirate Myke
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Posted: 22nd Jan 2016 20:56
I think this was a function that Lee was going to add, in a future update. I do recall hearing him mention it. But it is not in the global.lua file yet.
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BadGibbon
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Posted: 22nd Jan 2016 21:06
Greetings Pirate Myke

Thanks so much for your swift response and clarification of the situation.
I am most obliged, stops me banging my head against that proverbial brick wall.

I will now look forward to it being introduced.

Thanks again

BadGibbon
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perelect
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Posted: 22nd Jan 2016 21:18
Quote: "Just wanted to ask, if it is possible to run animations in reverse?"



https://forum.game-guru.com/thread/212794?page=2#msg2534397

Here's the post about this topic

Quote: "In the next update I have fixed a bug which now allows you to play animations in reverse by simply setting the speed to a negative number "
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Pirate Myke
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Posted: 22nd Jan 2016 21:36
Thank you.
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BadGibbon
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Posted: 22nd Jan 2016 21:40
Cheers perelect.
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