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The VP 10.2 beta thread

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#161 bolt

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Posted 01 August 2016 - 07:38 PM

You are so fast fuzzel, Thank you.


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#162 dark

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Posted 01 August 2016 - 07:42 PM

Okay this is just too cool to me, when I first got into VP there wasn't even support for transparency (so no proper plastic ramps or plastics) and now we're animating characters!

 

Fuzzel put together a test table using my animation, it's fun to play around with the variables in the script and get different results out of the animation.  Currently the animation is set to play forward and then in reverse at a slower rate, you can adjust this in the script.

 

So just so you guys have an example of what was accomplished here to maybe spark some ideas here's the test table:

http://www.mediafire...ckAnimation.rar

 

Cool stuff! Thanks fuzzel!


Edited by dark, 01 August 2016 - 07:42 PM.


#163 fuzzel

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Posted 01 August 2016 - 09:26 PM

It would be cool if a selected object displays the layer in the options menu.

Will be available with the next update together with the amount of animated frames if the selected element is a primitive with an animation sequence ;)



#164 Drybonz

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Posted 01 August 2016 - 09:46 PM

 

It would be cool if a selected object displays the layer in the options menu.

Will be available with the next update together with the amount of animated frames if the selected element is a primitive with an animation sequence ;)

 

 

The layers thing will be a nice time saver... no more hunting through layers... thanks for adding that.



#165 chepas

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Posted 01 August 2016 - 10:08 PM

Ok I got it, well done, thanks. Dark, you packed the VP.exe in with that model.


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#166 dark

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Posted 01 August 2016 - 10:36 PM

Ok I got it, well done, thanks. Dark, you packed the VP.exe in with that model.

I know, that's the most recent revision of VP with the animation tool working.



#167 hauntfreaks

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Posted 01 August 2016 - 11:15 PM

Okay this is just too cool to me, when I first got into VP there wasn't even support for transparency (so no proper plastic ramps or plastics) and now we're animating characters!

 

Fuzzel put together a test table using my animation, it's fun to play around with the variables in the script and get different results out of the animation.  Currently the animation is set to play forward and then in reverse at a slower rate, you can adjust this in the script.

 

So just so you guys have an example of what was accomplished here to maybe spark some ideas here's the test table:

http://www.mediafire...ckAnimation.rar

 

Cool stuff! Thanks fuzzel!

 

took a look at this... its very cool.... 

I also looked table... exported the cactus... looked at it in blender...

but i still dont seen how this is being animated... I dont see the frames.... 

of course i'm missing something because I see it wiggling in VPX.... just cant seem to see how its being done....

 

tutorial maybe??


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#168 chepas

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Posted 01 August 2016 - 11:22 PM

I think the animation was working in the build from first page, I got to try it late.

 

You need to make the animation in blender. Export the animation there on the export page, you'll see animation checkbox. It will export separate frames and you can import them in VP.

 

Model_01.obj

Model_02.obj

 

Etc.


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#169 dark

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Posted 01 August 2016 - 11:28 PM

To see it animated outside of VP you'd have to see my 3ds max file, basically what I did was I took a video from TNT amusements of the cactus dancing, played it frame by frame and tried to match the poses as best I could and ended up with a cycle of 20 frames.  Then I export each frame as an obj and name them so they are in sequence like Cactus_00.obj, Cactus_01.obj,Cactus_03.obj and so on.  When you go into the primitive import options in VP now you'll see that shiny new option "Import animation sequence", import the first obj (or any obj I'm not sure it matters) and VP will automatically import all the frames in sequence granted that they all have the same vert/face count and are named correctly.  When done correctly it will say "21 frames imported" or how many ever frames you made.  VP then automatically packs them all together nice and neat and ready to animate via script.

newanimationimport.jpg


Edited by dark, 01 August 2016 - 11:28 PM.


#170 hauntfreaks

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Posted 02 August 2016 - 12:08 AM

ok... its making more sense now... beyond my skill level right now, but starting to understand....

 

thank you 


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#171 randr

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Posted 02 August 2016 - 12:29 AM

Very nice stuff guys. Keeps getting better!


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#172 chepas

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Posted 02 August 2016 - 03:42 AM

ok... its making more sense now... beyond my skill level right now, but starting to understand....

 

thank you 

 

If you have a search for Blender animation you'll find lots of videos to learn from. I bet there's some really short videos too because it's just a timeline where you can transform/distort the object and record the key frames.


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#173 toxie

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Posted 02 August 2016 - 06:10 AM

But as said earlier, please try to limit this scheme to cases where you really need a 'distorting' animation like the cactus.

For all 'rigid' transformations, please use the transformations available for primitives, and do it in script, as it will be much much faster this way.



#174 fuzzel

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Posted 02 August 2016 - 06:32 AM

Correct. And you have already found out that exporting an animation sequence isn't supported yet but will in the future ;)

#175 wrd1972

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Posted 02 August 2016 - 02:01 PM

Fuzzel,

I dont know about others. But I find myself switching back and forth between FS view and DT view to check placement of objects quite often. Of course that requires going into backdrop and checking the "use DT" box, and then deselecting it equally as much...returning to FS. The back and forth can consume a little bit of time and drive some minor aggravation when done often.

 

Would it be possible to have a pair of play buttons in the editor toolbox? One button for "Play FS". And another for "Play DT". This would be a time saver and reduce some "clicks" between testing views.


Edited by wrd1972, 02 August 2016 - 02:02 PM.

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#176 toxie

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Posted 02 August 2016 - 03:29 PM

Or maybe something like holding shift to toggle between the modes? Then users could not accidentally click on the wrong one?



#177 gtxjoe

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Posted 02 August 2016 - 04:08 PM

Hmmm, nFozzy brought up a point that cvpmDropTarget.CreateEvents in core.vbs is broken in VPX   It won't work with the VPX drop target implementation, where the Hit event and isDropped state are separated by the target drop animation time..  

 

He posted the workaround - do not to use the .CreateEvents sub in VPX, rather manually script using the VPX _dropped event.  Orig post here:  http://www.vpforums....=35453&p=352228



#178 toxie

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Posted 02 August 2016 - 04:09 PM

I just checked the code. This would be easy to add. So simply holding shift/left flipper key while loading would switch DT/FS then.

 

EDIT: as for the targets: i'll add a comment to core.vbs


Edited by toxie, 02 August 2016 - 04:13 PM.


#179 fuzzel

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Posted 02 August 2016 - 04:12 PM

Or maybe something like holding shift to toggle between the modes? Then users could not accidentally click on the wrong one?

Yes that was my first idea two. What about defining shift+f5 to force playing the opposite mode that is normally defined. So if you are in desktop mode shift+f5 start the player in cabinet mode. If you address in cabinet mode shift+f5 start the player in desktop mode.

#180 toxie

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Posted 02 August 2016 - 04:18 PM

Exactly like that its implemented already.  :)

Then i'll commit that later-on.







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