It .. it could be implemented?
You have a widget that collects all visible units.
Then you have animations who look at a map of visible - and execute animations only if the unit is visible.
If you click somewhere else, the newly selected units get called - and there animations accelerated..
But you would need to decouple aim animations from this- meaning aiming turrets etc would still have to be executed no matter what.
Inverse Kinematics animations for Spring in Blender
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Re: Inverse Kinematics animations for Spring in Blender
<3 bos -> lua is no biggie
animations are synced
Re: Inverse Kinematics animations for Spring in Blender
SkeletorS3O now supports Variable scale BOS scripts:
You can now click on Variable scale on the SkeletorS30 panel. This will export all move commands with a MOVESCALE parameter. This is #define MOVESCALE 100 by default, and allows you to scale move commands (which make scaling units easier, as turn commands are scale-invariant by definition, move commands are not).
You can now click on Variable scale on the SkeletorS30 panel. This will export all move commands with a MOVESCALE parameter. This is #define MOVESCALE 100 by default, and allows you to scale move commands (which make scaling units easier, as turn commands are scale-invariant by definition, move commands are not).
Re: Inverse Kinematics animations for Spring in Blender
Great work Beherith. It took me a while to actually test it - because life happened (esp. Covid with small kids was/is eating up my last quantum of free time). The blender workflow can be nicely applied, also conversion to lua is not too much work. Many thanks also for the detailed tutorials!
The animation can still be improved (one leg is streched a little too much forward, the arms could strech a little more, ...) - but it is a pretty good start:
https://youtu.be/-6bUUl1rxgg
The animation can still be improved (one leg is streched a little too much forward, the arms could strech a little more, ...) - but it is a pretty good start:
https://youtu.be/-6bUUl1rxgg