Animation in Upspring

Animation in Upspring

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

Post Reply
kalda341
Posts: 101
Joined: 19 Nov 2010, 09:44

Animation in Upspring

Post by kalda341 »

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.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Animation in Upspring

Post by PicassoCT »

http://springrts.com/wiki/Animation-LuaCallins

http://springrts.com/wiki/Animation-LuaCallins

http://springrts.com/wiki/Animation-CobLuaDifferences

There is a self-help-group for those who crack trying to animate non-mechanical stuff good. Your welcome. Bring along your own tearkerchief!
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Animation in Upspring

Post by SeanHeron »

I'm sure that second link was supposed to be http://springrts.com/wiki/Animation-LuaCallouts.

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.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Animation in Upspring

Post by PicassoCT »

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)
User avatar
SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: Animation in Upspring

Post by SanadaUjiosan »

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."

http://code.google.com/p/conflictterra/ ... %2Fscripts

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.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Animation in Upspring

Post by knorke »

then reload the Unitscripts with /Luarulesreload (or some command along those lines), to check how it's changed.
/cheat
/luarules reload
PicassoCT wrote:dancing
Image

pro tip: use math.rad(x) for Turn commands.
now you can write 45 instead of 0.78
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Animation in Upspring

Post by SeanHeron »

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...).
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Animation in Upspring

Post by knorke »

that stumpy tutorial seems to be up to date, nice find.
here is another simple on how to make spinning wheels:
http://answers.springlobby.info/questio ... ving-units

/edit
and here is one tank tracks
http://answers.springlobby.info/questio ... k-elements
kalda341
Posts: 101
Joined: 19 Nov 2010, 09:44

Re: Animation in Upspring

Post by kalda341 »

Thanks.
User avatar
Mr. Bob
Posts: 357
Joined: 11 Mar 2010, 09:05

Re: Animation in Upspring

Post by Mr. Bob »

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.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Animation in Upspring

Post by PicassoCT »

keyframe animation... the lulz you can have with that... imagine units coming like this

http://www.youtube.com/watch?v=IqhlQfXU ... ature=fvwp
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Animation in Upspring

Post by Guessmyname »

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.
Post Reply

Return to “Art & Modelling”