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1353 replies to this topic
#1342
Posted 26 October 2018 - 10:15 AM
Thanks Fuzzle. But how do I name them? say I have a Primitive with ten frames in the sequence. I will export the first one on frame (1 out of 10) as Prim_10.obj. Then I would export the second one on frame (2 out of 10) as Prim... what?
Prim2_10? But then I only need to call the first one in the script? Prim_10.Playanim 0,1?
Edited by 3rdaxis, 26 October 2018 - 11:26 AM.
#1343
Posted 26 October 2018 - 10:43 AM
So lost. Wait, I think I figured it out. I would name them Prim_1 - Prim_10? But I still can't figure out what one to call in the script? And I would make them all invisible? I'm spending way to much time trying to figure this out, lol.
Edited by 3rdaxis, 26 October 2018 - 11:58 AM.
#1344
Posted 26 October 2018 - 12:22 PM
Okay, I think I understand how you worked it. Thanks Fuzzle. https://www.youtube....eature=youtu.be
What i'm trying to do... https://www.youtube....eature=youtu.be
Edited by 3rdaxis, 26 October 2018 - 12:41 PM.
#1345
Posted 26 October 2018 - 12:58 PM
Test_1 https://www.youtube....h?v=BPSnOH2e-jY
Test_2 https://www.youtube....eature=youtu.be
Test_3 https://www.youtube....eature=youtu.be
Edited by 3rdaxis, 26 October 2018 - 01:32 PM.
#1346
Posted 26 October 2018 - 03:53 PM
You got it
! If you have a 10 frames animation you must export each frame to a seperate mesh (mesh_1.obj for frame 1, mesh_2.obj for frame 2, mesh_3 for frame 3 and so on).
From the commandreference.txt:
The following only applies to mesh primitives with an animation sequence
------------------------------------------------------------------------
PlayAnim(float startFrame, float speed) - start playing the sequence from 'startFrame' til the end with frame rate 'speed'
PlayAnimEndless(float speed) - start playing the sequence in a loop with frame rate 'speed'
StopAnim() - stop the animation
ContinueAnim(float speed) - continue a stopped animation with frame rate 'speed'
ShowFrame(float frameNr) - show the mesh at frame 'frameNr', where 'frameNr' can also be a fractional frame number like 1.23. VP will interpolate between subframes.
for example to play a looped animation with full speed use: "PlayAnimEndless(1)" , play the animation with half speed "PlayAnimEndless(0.5)"
So the speed value is an offset that is add to the frame counter. Higher values will speed up the animation.
#1347
Posted 26 October 2018 - 03:59 PM
VP 10.2 beta thread ?
Not VP 10.5 ?
DIRECT LINK TO MY TABLES : http://www.vpforums....loads&mid=30858
LINK TO MY 204 BACKDROPS : Design Resources/ Main Resources/Table Templates/Table Resources/Backdrops for VPX Tables (DT 16/9) 2.0
#1348
Posted 26 October 2018 - 06:34 PM
I can't beleive it. First I thought, is this really necessary? Now seeing what you've done, I can only say "woow". Kudos for your passion for details ![]()
#1349
Posted 26 October 2018 - 09:52 PM
I can't beleive it. First I thought, is this really necessary? Now seeing what you've done, I can only say "woow". Kudos for your passion for details
Thanks brother. Something I've wanted to do for awhile now that I knew would pay off. it's not perfect and needs to be a bit more subtle but for a first run it's fine.
Thanks again Fuzzle. Took me awhile to wrap my brain around this one. I've narrowed it down to 6 prim's per target with the in-between frames it works just fine. I like the adjustability you've implemented. VPX never ceases to amaze me:) ![]()
#1350
#1352
Posted 27 October 2018 - 09:08 AM
So this was an interesting find for me and a huge unknown fuzzle. You can actually delete all of the primitives after you import them with their accompanying frames except the last one (Prim_10) and it still works?! A lot of work but cheap none the less. This is great! So I can make an animation 3000 frames long and it will still only be one primitive.
I can't be the only person that knows this?
Edited by 3rdaxis, 27 October 2018 - 10:09 AM.
#1353
Posted 27 October 2018 - 12:28 PM
One quirk you should know, Playanim will play the animation at different speeds depending on your framerate
To get it to play back more accurately you can count frametime (using a -1 interval timer which updates every frame) then multiply your play speed against that
Dim FrameTime, LastFrame Sub GameTimer_Timer() FrameTime = gametime - InitFrame : LastFrame = GameTime 'Calculate frametime using the 'gametime' global End Sub Sub zCol_Band_Anim1_Hit():RubberAnim_1.Playanim 0, 6/1000*FrameTime:End Sub
Alternatively you could use script timers to run the animation using showframe instead of playanim
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