Animation Editor

Animation Editor

Requests for features in the spring code.

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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Animation Editor

Post by Guessmyname »

Organic / skeletal animation notwithstanding, there's nothing actually wrong with our current animation system, as such. It can still move and rotate stuff around and so forth, the problem is that the only way we have of actually making animations is by typing it up in code, which is like making a model by typing in all the co-ordinates for the vertices.

What I'm basically asking for is a program that:
  • Can load s3o models
  • Can import / export scripts for animations (can be just the move / turn / wait commands for inserting into the proper scripts)
  • Can allow you to change these animations on the fly
So...
  • A script editor window, where the actual code is stored / can be changed / copy-pasted in and out of
  • A 3d window, where you can test animations. Simply having a start and stop button would be enough; things like timelines and being able to animate in said window could come later
Now that we can script units and animations in lua, the third point should be entirely possible now we don't have to compile bos to cob. It would just ease a LOT of the pain of animating things, I think, to have this sort of utility.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Animation Editor

Post by Beherith »

So it would be like an offline inverse kinematics solver?
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Animation Editor

Post by zwzsg »

No, an ingame direct kinematic player.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Animation Editor

Post by Guessmyname »

Failing that, a plugin for 3dsmax that converts animations to turn/move/sleep commands would also work.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Animation Editor

Post by zwzsg »

  • Run SpringSettings, untick full screen.
  • Unpack your mod into a .sdd
  • Run Spring
  • /cheat /give theunit
  • Resize Spring window so it takes half your screen
  • Open up the Lua script in Notepad++
  • Resize Notepad++ until it takes the other half of screen
  • Type code in Notepad++
  • Type /luarules reload in Spring
  • Repeat last two steps until you're happy
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Animation Editor

Post by Guessmyname »

...

Well that simplifies things.
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Animation Editor

Post by Master-Athmos »

Or get comfortable with Blender and use the animation script stuff by thesleepless. But yeah - some simple kind of WYSIWYG editor would be handy...
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Animation Editor

Post by Forboding Angel »

zwzsg wrote:
  • Run SpringSettings, untick full screen.
  • Resize Spring window so it takes half your screen
  • Open up the Lua script in Notepad++
  • Resize Notepad++ until it takes the other half of screen
Or if you're using windows seven, just use the windows key + left and right arrows to dock windows to either side of the screen.
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Animation Editor

Post by Tribulex »

<3 windows seven. I used to hate windows but now I love it! its like WINDOWS TRIBULEX EDITION!!!!

oh damn this is a perfect opportunity for a mspaint pic but im on a mac right now :(
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Animation Editor

Post by Guessmyname »

Forboding Angel wrote:
zwzsg wrote:
  • Run SpringSettings, untick full screen.
  • Resize Spring window so it takes half your screen
  • Open up the Lua script in Notepad++
  • Resize Notepad++ until it takes the other half of screen
Or if you're using windows seven, just use the windows key + left and right arrows to dock windows to either side of the screen.
Yes. Because resizing windows is hard.

I wish I had two monitors...
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Animation Editor

Post by MidKnight »

Guessmyname wrote:
Forboding Angel wrote:
zwzsg wrote:
  • Run SpringSettings, untick full screen.
  • Resize Spring window so it takes half your screen
  • Open up the Lua script in Notepad++
  • Resize Notepad++ until it takes the other half of screen
Or if you're using windows seven, just use the windows key + left and right arrows to dock windows to either side of the screen.
Yes. Because resizing windows is hard.

I wish I had two monitors...
Docking windows is awesome. Don't comment until you've tried it. :wink:
Coresair
Posts: 279
Joined: 30 Dec 2009, 01:17

Re: Animation Editor

Post by Coresair »

Docking is great! Though I still run vista (too lazy to upgrade) I use Display Fusion for it (and the fuckloads of awesome it does for dual monitors).
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Animation Editor

Post by Warlord Zsinj »

aye, I'd kill for a WYSIWYG animation editor that can output working script
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Animation Editor

Post by SpikedHelmet »

zwzsg wrote:
  • Run SpringSettings, untick full screen.
  • Unpack your mod into a .sdd
  • Run Spring
  • /cheat /give theunit
  • Resize Spring window so it takes half your screen
  • Open up the Lua script in Notepad++
  • Resize Notepad++ until it takes the other half of screen
  • Type code in Notepad++
  • Type /luarules reload in Spring
  • Repeat last two steps until you're happy
Guessmyname wrote:Well that simplifies things.
It doesn't really. While it allows for instant updating of your code it still relies on you manually entering dozens and dozens of lines of code to move heirarchical pieces to exact correlating positions in 3d space. That sounds like a massive motherfucking headache. An IK solver>script "translator" thingamabob would still be overwhelmingly better and I would give my right testicle for one.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Animation Editor

Post by Argh »

It really isn't that hard to build tweened cyclic animations on a timeline, if you can do basic math. I should probably make another video about this.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Animation Editor

Post by Guessmyname »

I'm in the middle of (trying to) write a maxscript exporter to send keyframed translations / rotations to Spring lua. What's the axis order of Spring again? ie up/down, left/right and front/back refer to which axis (x y z)?

Oh, and Spiked? You're going to owe me one right testicle.
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Animation Editor

Post by jK »

x = left/right
y = up/down
z = front/back (possibly inverted)
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