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Animation Editor
Posted: 26 Mar 2010, 15:50
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.
Re: Animation Editor
Posted: 26 Mar 2010, 15:56
by Beherith
So it would be like an offline inverse kinematics solver?
Re: Animation Editor
Posted: 26 Mar 2010, 16:19
by zwzsg
No, an ingame direct kinematic player.
Re: Animation Editor
Posted: 26 Mar 2010, 16:21
by Guessmyname
Failing that, a plugin for 3dsmax that converts animations to turn/move/sleep commands would also work.
Re: Animation Editor
Posted: 26 Mar 2010, 16:24
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
Re: Animation Editor
Posted: 26 Mar 2010, 16:46
by Guessmyname
...
Well that simplifies things.
Re: Animation Editor
Posted: 29 Mar 2010, 00:00
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...
Re: Animation Editor
Posted: 05 Apr 2010, 03:11
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.
Re: Animation Editor
Posted: 05 Apr 2010, 04:34
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 :(
Re: Animation Editor
Posted: 08 Apr 2010, 22:17
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...
Re: Animation Editor
Posted: 09 Apr 2010, 04:42
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.

Re: Animation Editor
Posted: 09 Apr 2010, 07:00
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).
Re: Animation Editor
Posted: 09 Apr 2010, 11:17
by Warlord Zsinj
aye, I'd kill for a WYSIWYG animation editor that can output working script
Re: Animation Editor
Posted: 14 Apr 2010, 16:59
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.
Re: Animation Editor
Posted: 14 Apr 2010, 23:35
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.
Re: Animation Editor
Posted: 12 May 2010, 18:18
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.
Re: Animation Editor
Posted: 12 May 2010, 18:20
by jK
x = left/right
y = up/down
z = front/back (possibly inverted)