View topic - Unit Poser (modding tool or w/e)



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PostPosted: 06 Mar 2011, 19:35 
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Might be easier to make it a stand-alone mod you can drop your models into


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PostPosted: 06 Mar 2011, 19:39 
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Sounds pretty awesome! Be happy to give this a swing :).


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PostPosted: 06 Mar 2011, 19:42 
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FLOZi wrote:
Might be easier to make it a stand-alone mod you can drop your models into

I feel the opposite. Easier to check a box in your mod options when you want to work on animating your units instead of copy pasting stuff to another mod.


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PostPosted: 06 Mar 2011, 21:25 
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Quote:
Just a gadget and widget
I guess you use CallAsUnit to avoid having to use a unitscript? Didnt think/know about that when I made first version :roll:

because
CarRepairer wrote:
bobthedinosaur wrote:
Can you export or save the pose information on each frame?

knorke wrote:
Also writes all the needed Move/Turn commands to get the unit into the current pose. Which is a long list but you can just c&p that, change POSENAME to ie "StandOnLeftLeg" and call it like StandOnLeftLeg (movespeed, turnspeed)
looks like this: http://pastebin.com/12H8EpPU (unitscript for the dancing lolimod girl)

Only the create() and animatederp() functions are written by hand.


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PostPosted: 06 Mar 2011, 21:55 
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CarRepairer wrote:
FLOZi wrote:
Might be easier to make it a stand-alone mod you can drop your models into

I feel the opposite. Easier to check a box in your mod options when you want to work on animating your units instead of copy pasting stuff to another mod.



But maybe not if you don't already run Chilli?

ctrl+A, ctrl+c, ctrl+v is then probably simpler.

N.B. In no way am I dissing Chilli


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PostPosted: 06 Mar 2011, 22:04 
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CarRepairer wrote:
Easier to check a box in your mod options when you want to work on animating your units instead of copy pasting stuff to another mod.
fun fact: over spring.exe you cant set modoptions and zerok lobby wont let you host local "being worked on" mods.

I find having a "editor mod" easier to use then putting gadget etc in the real mod: Just copy over 3d model + texture and adjust object3d="blabs3o" line in some unit def.


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PostPosted: 07 Mar 2011, 02:13 
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i'll dis chilli. if it uses chili then make a blank mod with chili in it so people can throw their crap in there, otherwise you have to download some one else's game with all the excessive bullshit attached and modify it just to run your tool.


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PostPosted: 07 Mar 2011, 06:15 
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Now in ZK
http://code.google.com/p/zero-k/source/detail?r=1919


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PostPosted: 07 Mar 2011, 18:42 
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Car, to stop the unit from doing its normal animations while you pose it try
Spring.UnitScript.CreateScript ( unitID, table callIns ) -> nil
This deletes the unit's current script (whether it's a COB or Lua script doesn't matter), and sets it up with a brand new Lua unit script, initially registering the call-ins given in the table as (string, function) pairs.
http://springrts.com/wiki/Animation-LuaCallouts
(ie make it load an empty.lua)


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PostPosted: 08 Apr 2011, 22:19 
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I made a funny pic.

Image


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PostPosted: 08 Apr 2011, 22:31 
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lol @ last one


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PostPosted: 09 Apr 2011, 02:35 
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last one was epicly funny :-)


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PostPosted: 11 Apr 2011, 00:55 
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why did the commander leave the toilet seat up and why is it laughing :shock:


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PostPosted: 19 Aug 2011, 01:53 
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Image


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PostPosted: 19 Aug 2011, 11:04 
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/dance


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PostPosted: 19 Aug 2011, 11:49 
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inb4 animated springrts.com banners


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PostPosted: 19 Aug 2011, 13:24 
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animated banners are a bad idea.


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PostPosted: 03 Oct 2011, 17:39 
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bump this for sheer awesome


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PostPosted: 04 Oct 2011, 05:18 
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PostPosted: 19 Jan 2013, 09:25 

Joined: 16 Sep 2010, 15:14
link in OP is down. can someone please mirror

cheers


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