It would be very appreciated if someone could link me to or make a tutorial on animation in upspring (or any other relatively easy way to create lua animations). I've sorted out pretty much every other part of making a spring game but find it insanely difficult to animate models. Thanks in advance.
I'm afraid Picasso is right, there's very sparse guides regarding animating. Best is probably to grab one of the games that uses LUS (Lua unit scripting), and look at some of their units animations, and the scripts that do them ( Conflict Terra is probably a good call - they should have some units with not so complicated scripts, but some more advanced ones as well). Important thing is to remember you can edit and save the script while Spring is actually running - then reload the Unitscripts with /Luarulesreload (or some command along those lines), to check how it's changed.
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
This whole animation dilemma (lets just dig for zwzwgs spider-animations again;) is a excellent point for the low-timeinvestment<=> moreresults argument. We have over 3000 maps thanks to easy to use (MS Paint) Editor, and we have over 30 people doing animations (mostly them wheels, and them mechas) but unique animations? like a drop-trooper doing a roll-off-sommersoult? Idling Animations, that are more than look arounds in diffrent directions (GunCleaning? PushUps? Soldiers Smoking, chatting, dancing?) Guess its simply not so important. Just decoration we could do without, just the Pro-Games like (CCGenerals) need that stuff to hide away there blocky Soldiers.. but this is SPRING. If a Sniper unfolds his Rifle, the Diplomat takes out another rocket, thats elysium! (and with those numbercrunch animations, it really is)
The animations in Conflict Terra are without a doubt free to look at and use for reference/a starting spot. I will say though that overall they are not amazing. Animation is indeed difficult and I basically got each one to something feasible and said "Make it better later."
If you're wanting a humanoid walking animation, I advise looking at bbasicmech. bsnipermech and bmissilemech both have "reverse joint" or "chicken leg" walk animations, but each are different. As for something with four legs, bantitankmech has that but I'll say the animation is pretty basic/unimpressive.
If you'd like to ask me any questions about it, feel free to PM me, or IM me in the #ct channel. I'm Sanada.
Joined: 09 Jun 2005, 22:39 Location: Germany, the EU
Ah, thanks knorke, for that addition.
I just actually found a tutorial of sorts while digging through some old bookmarks: http://tvo.github.com/spring/2010/04/19/lus-stumpy.html Don't ask me whether it's up to date though (ie the LUS interface may have changed since...).
Joined: 11 Mar 2010, 09:05 Location: The land of polies.
Would it be possible to just export from 3ds max to spring's Lua format based on keyframe data? That would make it a lot easier for us 3ds max users. Then again, I'm no coder. So that could be like climbing mount Everest for all I know.
Joined: 28 Apr 2005, 20:07 Location: Next to the girl with kaleidascope eyes
Mr. Bob wrote:
Would it be possible to just export from 3ds max to spring's Lua format based on keyframe data? That would make it a lot easier for us 3ds max users. Then again, I'm no coder. So that could be like climbing mount Everest for all I know.
I... tried writing that. Couldn't figure out how to get the keyframe data out. If anyone knows how to get that though, actually converting it to LUA format wouldn't be that hard.
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