Modderecke > Modelling / Skinning
Fragen zum Modelling (anhand eines berittenen helden)
Rimli:
Das mit den Verrenkungen kommt, wenn du beim Coding die Sache mit dem SKL nicht richtig gemacht hast, guck nochmal nach (besonders bei den Anis die Probleme machen).
Wegen dem unsichtbaren Isildur: W3D Einstellungen für den Mesh in RenX korrekt? Name des Meshs ohne Umlaute/Sonderzeichen und nicht zu lang?
Als weitere Hilfe fürs Verlinken: Animationen aus SuM1 (die ja so oft auch in SuM2 verwendet werden) kann man als normale W3D in RenX importieren und abspielen. So sieht man gut, wie sich welche Bones bewegen, das erleichtert das Verlinken.
kolibri8:
müsste doch eigendlich som aussehen:
ModelConditionState = MOUNTED
Model = guisldrhrs_skn (so heißt das modell dasich gemacht habe)
Skeleton = RUHHs_Theo_SKL (Theoden Skeleton)
WeaponLaunchBone = PRIMARY PASSENGERBONE
End
und die Animationen hab ich 1 zu 1 übernommen (alle mit mounted, von Theoden)
--- Code: --- ;----MOUNTED ANIMATIONS------
AnimationState = MOUNTED DEBUG ;shift delete to trigger
Animation
AnimationName = RUHHs_Theo_IDLA
AnimationMode = ONCE
End
ParticleSysBone = BAT_HHEAD glowHorseGold FollowBone:Yes
ParticleSysBone = B_HHIPL glowHorseRearGold FollowBone:Yes
ParticleSysBone = BAT_SPINE2 glowGold FollowBone:Yes
End
; --- stunned anims
AnimationState = MOUNTED FREEFALL
Animation = freefall
AnimationName = RUHHs_Theo_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOUNTED STUNNED_FLAILING
Animation = JustDie
AnimationName = RUHHs_Theo_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOUNTED PASSENGER
Animation = grabbed
AnimationName = RUHHs_Theo_GBDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOUNTED DYING SPLATTED
Animation = Land
AnimationName = RUHHs_Theo_LNDA
AnimationMode = ONCE
AnimationBlendTime = 2
End
FXEvent = Frame:2 Name:FX_SplatDust
End
; This is the no-spawn-horse type of death
AnimationState = MOUNTED DYING ; DEATH_2 Normally has DEATH_2, but just as a backup don't insist
Animation = JustDie
AnimationName = RUHHs_Theo_DIEA
AnimationMode = ONCE
End
End
AnimationState = MOUNTED STUNNED_STANDING_UP
Animation = StandUp
AnimationName = RUHHs_Theo_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 3.5 3.5
End
End
AnimationState = MOUNTED STUNNED
Animation = Land
AnimationName = RUHHs_Theo_LNDA
AnimationMode = ONCE
End
End
AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = RUHHs_Theo_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
; This is what happens when Theo gives his rousing speech
AnimationState = MOUNTED MOVING USING_SPECIAL_ABILITY
Animation = RousingSpeech
AnimationName = RUHHs_Theo_WLKB
AnimationMode = LOOP
End
;;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED
Animation = TurnLeft
AnimationName = RUHHs_Theo_TNL1
AnimationMode = LOOP
AnimationSpeedFactorRange= 1.2 1.2
AnimationBlendTime = 20
End
End
AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED
Animation = TurnLeft
AnimationName = RUHHs_Theo_TNR1
AnimationMode = LOOP
AnimationSpeedFactorRange= 1.2 1.2
AnimationBlendTime = 20
End
End
AnimationState = MOUNTED MOVING TURN_LEFT
Animation = TurnLeft
AnimationName = RUHHs_Theo_TRNL
AnimationMode = LOOP
End
; ;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED MOVING TURN_RIGHT
Animation = TurnRight
AnimationName = RUHHs_Theo_TRNR
AnimationMode = LOOP
End
; ;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED MOVING ACCELERATE
Animation = Accelerate
AnimationName = RUHHs_Theo_ACCL
AnimationMode = LOOP
End
;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED MOVING DECELERATE
Animation = Decelerate
AnimationName = RUHHs_Theo_DECL
AnimationMode = ONCE
End
;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED MOVING WALKING
Animation = Walk
AnimationName = RUHHs_Theo_WLKA
AnimationMode = LOOP
End
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOUNTED MOVING BACKING_UP
Animation = BackingUp
AnimationName = RUHHs_Theo_BAKA
AnimationMode = LOOP
End
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOUNTED MOVING
Animation = RunA
AnimationName = RUHHs_Theo_RUNA
AnimationMode = LOOP
End
;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = PACKING_TYPE_2 MOUNTED
StateName = SPELL
Animation = SPCC
AnimationName = RUHHs_Theo_SPCA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
AnimationState = PACKING_TYPE_1 MOUNTED
StateName = SPELL
Animation = SPCC
AnimationName = RUHHs_Theo_IDLC
AnimationSpeedFactorRange = 0.842 0.842
AnimationMode = ONCE
End
End
AnimationState = MOUNTED FIRING_OR_PREATTACK_A
Animation = AttackA
AnimationName = RUHHs_Theo_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackB
AnimationName = RUHHs_Theo_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = MOUNTED ATTACKING
Animation = AttackA
AnimationName = RUHHs_Theo_ATKA
AnimationMode = MANUAL
End
End
AnimationState = MOUNTED LEVELED ; This state clears itself in 3 seconds
StateName = Idle
Animation = LevelUp
AnimationName = RUHHs_Theo_IDLC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.666 0.666
End
End
AnimationState = MOUNTED SELECTED
SimilarRestart = Yes
StateName = AtAttentionIdle
Animation = ATNB
AnimationName = RUHHs_Theo_IDLH
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
EndScript
End
TransitionState = TRANS_MountedSelect
Animation = ATNA
AnimationName = RUHHs_Theo_ATNA
AnimationMode = ONCE
End
End
AnimationState = MOUNTED
StateName = Idle
Animation = IdleA
AnimationName = RUHHs_Theo_IDLA
AnimationPriority = 20
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleB
AnimationName = RUHHs_Theo_IDLB
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleC
AnimationName = RUHHs_Theo_IDLC
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
End
--- Ende Code ---
zum zweiten: ist Isildur Mesh zu lang? (wie lang darf das überhaupt sein?)
Was genau für W3D-Einstellungen meinst du?
Arazno Masirias:
Wenn ich die frage richtig verstehe dann heißt das Teil Isildur Mesh mach das leerzeichen mal weg.
Wenn net nens Isil oder Isi um sicher zu gehen.
Rimli:
Ok von den Codes die du gepostet hast, kann ich jetzt nichts erkennen.
Hast du auch die Reihenfolge richtig:
1. DefaultModelConditionSta te (Held zu Fuß)
2. IdleAni (zu Fuß)
3. MOUNTED ModelConditionState
4. MOUNTED Animationen
5. Restliche Animationen des Helden zu Fuß
Wenn dein Held nur Reiten kann sind die Codes Falsch:
- den ModelConditionState = MOUNTED zum DefaultModelConditionSta te machen
- Die Animation mit dem State MOUNTED als IdleAnimationState eincoden
- das MOUNTED am Ende aller AnimationStates entfernen
Wie Arazno gesagt hat gehören Leerzeichen zu Sonderzeichen und haben in Meshnamen nichts zu suchen. ;)
kolibri8:
Jippie-Ya-Yeah es bzw. er läuft, sieht zwar noch nicht ganz perfekt aus,aber für den Anfang niht schlecht. hier mal ein paar Screens klick mich (Die "Zwischen-Produkte" sind auch drin).
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