Jump to content
The Dark Mod Forums

Destined's Animations


Destined

Recommended Posts

Do you have "Reorient" enabled during export?

As for floating, NPCs are using inverse kinematics to determine where to put feet on. This potentially could cause problems. There is an md5 viewer. You could use it to check on exported animations.

It's only a model...

Link to comment
Share on other sites

According to the "Frame Commands" Wiki entry, it should be able to turn off the walkIK off, per animation. However, when I add the command to the def file and try to load the test map the following error occurs:

"Joint 'Hips' not found for attachment position 'hip_sheath_l' on entity 'atdm_ai_proguard_1' " This error does not occur with the "disableWalkIK" missing...

 

This is how the def of the animaiton looks:

anim climb_ladder_8step models/md5/chars/guards/proguard/proguard_climb_ladder_8step.md5anim
{
disableWalkIK
}

  • Like 1
Link to comment
Share on other sites

You are right. If I had been more observant, I would have seen, the difference between global commands and frame commands in the example :-/

Hm, I hope I don't have to use this command for every frame (for this animation it would be 165). I will just have to try when I get home today. Thanks a lot!

  • Like 1
Link to comment
Share on other sites

I am now sure it works. For example, here is my praying animation, which is tough for the AI legs. It could not work with IK on. Here is the def:

anim pray					models/md5/chars/guards/proguard/pray.md5anim
{
prevent_idle_override
frame 1         disableWalkIK	
frame 1                 call overrideLegs	    
}	

For climbing animation you probably must also prevent_idle_override so that the AI does not look around.

For the praying, I've disabled walk IK via frame command. Also "call overrideLegs" was used. I am not sure why it put that there, but it was necessary for the praying anim to look ingame the same as in blender.

 

Best of luck!

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

Disabling IK did the trick. And I really just missed the "frame 1". Thank you very much Arcturus and Sotha! Now the animation plays as intended in game :) . However, I still have the problem, that the animation brings the AI to a new location, but when the animation is over, the AI snaps back to the original location. Do you know how I can circumvent that? This is the final missing piece to get an AI climbing a ladder.

  • Like 1
Link to comment
Share on other sites

Drat, I have not used the origin, while doing the animation. Thus, the whole animation is wrong. If I move the origin, I move the rest relative to the origin. Consequently, I have to remove all movement of the complete body... So I know what I will do for the next couple of hours in blender...

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
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
×
×
  • Create New...