Jump to content
The Dark Mod Forums

Arcturus' animations


Arcturus

Recommended Posts

If you change the sleeping animation you'll need to change the get up animations as well. However, the zombie ones will be functional alternatives in the meantime.

Link to comment
Share on other sites

Lay down animation:

If you leave the "sit_down" anim off the zombie, the code will work fine with just the "lay_down" anim.

What do you mean by off? If I don't put the sit_down and sit_up lines into zombie def then they will be still played, only taken from proguard's def. I put those lines in zombie def:

anim sleep_idle_lft models/md5/chars/undead/zombie/zombie_sleep.md5anim
anim sit_2_sleep_lft models/md5/chars/undead/zombie/zombie_idle_2_sleep.md5anim
anim sleep_2_sit_lft models/md5/chars/undead/zombie/zombie_sleep_2_idle.md5anim

When I set zombie to sleep then it plays: sit_down, zombie_idle_2_sleep, zombie_sleep. When it wakes up it plays sit_up.

  • Like 2

It's only a model...

Link to comment
Share on other sites

There is a spawnarg called "idle_animations". You just put a list of the animations you want the AI to play in idle state after it, each separated by a comma. There is also idle_torso, for idles that are only played on the torso channel while walking.

Link to comment
Share on other sites

  • 2 weeks later...

I agree with Biker...like the shuffling, but the hand idle looks far too 'self-aware' for a zombie (might look good on regular AI though!)

Link to comment
Share on other sites

The most robust solution would be a code-based one, I think. We could overload the sitting animations for zombies, but that wouldn't help if mappers wanted to use the same behaviour for regular AI.

Link to comment
Share on other sites

but that wouldn't help if mappers wanted to use the same behaviour for regular AI.

I would mlike to to be able to use that for drunks or homless Ai etc..

The hand animation would be fine if he looked at it, then tried to eat it.

I was thinking the same thing.

+3

Link to comment
Share on other sites

I would mlike to to be able to use that for drunks or homless Ai etc..

 

Well, it seems like the problem is that regular humanoids play a "sleep" --> "rise to sitting" --> "stand from sitting" pattern to get up. When getting up from the floor we just want a "sleep" --> "stand up" sequence.

 

We could disable the "stand from sitting" animation on zombies to get around the problem, but that wouldn't work for regular AI, who still need that animation for actually sitting.

 

We probably need the code to distinguish between sleeping on a bed and sleeping on the floor.

Link to comment
Share on other sites

  • 2 months later...

Hmm, I hadn't noticed. IK can be turned off for that specific animation...I'll do that now. Update SVN and see if it makes a difference.

 

(I added the following line to sleep_2_stand, but you can replace it with whatever the last frame of the animation is)

 

{ frame 40 enableWalkIK }

Link to comment
Share on other sites

  • 11 months later...

I'd like to replace kneel down animation. Here's current animation:

 

 

Here's mine:

 

 

Right hand is stiff because there's only one kneel down animation. Same for NPCs carrying and not carrying a sword in their hand. I think there should be separate animations.

  • Like 2

It's only a model...

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • nbohr1more

      Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )
      · 1 reply
    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 3 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
×
×
  • Create New...