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Animations
Posted: 17 Mar 2007, 10:36
by Melanikus
I had no idea, I had a lot of faith in the screenshots but didn't think it would be THAT good
It's a pity I'll never click on my TA icon again
I actually shed a tear when I saw the bulldog on Spring
Anyway =)
I take that the animations are still done thru script, will "real" animations be supported in future versions of the engine?
(exported from maya/3ds/mb/so on...)
And is there any "tutorial" of how-to make units for Spring?
Tools section?
Any LARGE difference between the scripts for TA/TA:spring?
Sorry for the Noobness
Posted: 17 Mar 2007, 11:10
by smoth
this goes in mod development man. In there we have threads talking about many things unit design.
Ok...
Posted: 17 Mar 2007, 11:20
by Melanikus
I actually didn't want to throw 3+ threads so I asked all my questions in this one...
I think asking about future DEVELOPMENT of animation system fits quite in development section
Just thought that whoever might answer that could bother to post a link or 2 with a tutorial/tools page(found this last one tho...)
Next time I shall split my thread then
Sorry...
Posted: 17 Mar 2007, 11:38
by smoth
no need to appologize man. It is just that moders are the ones creating models, scripts.. the miscelanious content. I figured you would ge more attention there. That is why this sort of thing would go there.
As far as other animation systems I have not heard anything from the devs. The current version of upspring is better then the old servo tool of OTA. I wrote a whole sticky on mod developement in the other forum. If you answer is not in that thing.. check the wiki. There is a ton of info in there.. it is just a bit unorganized.

.
Posted: 17 Mar 2007, 11:42
by Tobi
moved to mods
A new animation system will probably not happen anytime soon, looking at the # of active devs atm...
Posted: 17 Mar 2007, 12:32
by KDR_11k
Aren't there already plenty of libraries for doing that?
Posted: 17 Mar 2007, 13:49
by Tobi
And then what? It still needs to be integrated into Spring, someone needs to learn the lib etc... so unless someone makes a patch, I wouldn't count on it happening anytime soon.
Posted: 17 Mar 2007, 14:17
by KDR_11k
It would require less work than implementing a system from scratch.
Posted: 17 Mar 2007, 15:00
by jcnossen
The real work is in getting the collision detection worked out, and implementing a system to select when to play which animation.
So maybe 30% less work.
Posted: 17 Mar 2007, 20:25
by KDR_11k
True, the lack of an extendable COB compiler would make it hard to add an animation selector unless you were to reference all animations in the fbi and address them by their number. The only other option for that would be to allow only LUa to call that.
But collision detection? Do collisions ever react to the animation? Isn't the hitsphere completely static in relation to the model origin?