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These models worked in previous versions of the engine. Some time ago, it seems that bone scaling was integrated and now these models don't work as they did before. I'm uploaded material-less versions of these models. These are the original Leadwerks Models. I suggest adding a way to adjust the bone scaling manually. Also, here is video prove on how the editor used to see these models. animationscaling.zip
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Hi everyone. I'm thinking a lot about baked physic simulation lately in a broad sense. I've been looking inside how different game engine handle this baked simulation. Like for exemple Or (Warning: I've never used Unity and don't know a thing) but like this tutorial for Unity : And I could give make a state of the art for different method for different engine but you get the point... I don't think I never needed to make my point in the first place as most of you already know what baked physic simulation is... One heavy and "old" way of doing it is vertex animation of course, allowing for "every" kind of simulation to be baked and easily readable by software. Just move each vertex for each frame. But yeah, not the most optimised way... And, apart from simplistic cloth simulation and rigid body sim, bone simulation doesn't allow for complex animations. I would love to speak about different baking physic simulation animations technics, and we could you use this forum post to do so. And, when I've done some free time on my own from my Ph.D. I will probably try to do a literature review on baked physic simulation method for in-game use (Yeah, stopping state of acting from my job to my hobby, what a great idea... I have nobody in my life, help) One thing I wanted to know (and I always I just goes and goes) but (if I set up this post correctly) I wanted to see and maybe talk about your experience with baked phys sim inside Leadwerks. I'm not interested in ULTRA for this poll as of yet, even though that is something I will visit eventually. I'm eager to see the results and maybe talk with you about your implementation of BPS animation in Leadwerks (and in general)
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- leadwerks
- baked simulation
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Here's a few videos I've found on how to deal with animated objects in blender. Specifically transforming them to new locations, and scaling an armature with animations. (Like from mixamo) In this video the only thing that needs to be done different for armatures with animation tracks, is instead of going "Ctrl+A->Apply Transformations". Go "Ctrl+A->All Transforms to Deltas". This will scale the keyframes for the animations as well.
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Just some background: i am making a game for a research project for school. I have no prior experience with coding so I'm a bit dumb Here's my question: How do i code in my animations? there are a lot of little things out there but they don't help me, i would appreciate it if someone were to explain it to me for my specific case. i have all of the animations done, i made them in blender. so far the only code i have is from these two posts, however i've moved the camera so that it is from a third person view: this whole animation thing has really been demotivating as i just dont know what i need so it would be nice to move past this to something equally as painful to find out. btw whilst researching i found there is very little helpful information out there anymore. there are countless posts where there are videos and websites linked however there they are either taken down or private, which is annoying because they could be helpful. either way, thank you for reading, i hope you understand what i mean and hope you might help me. Honestly all i need is a step-by-step (kind of) guide to how i get my animations to show for all my characters.
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So I've been researching snowboarding lately to get an idea of what animations and mechanics I need to create for my game. I have learned lots of interesting things since I've only seen snow once or twice in my entire life and have never even tried snowboarding or any other board sports (skateboarding, surfing, etc.) for that matter. Snowboarding tricks are quite interesting as they are mostly derived from skateboarding. Snowboarding tricks pay homage to their equivalent skating tricks by sharing many concepts and names. For example basic grabs in snowboarding share the same concepts and names as skateboarding: indy, mute, method, stalefish, nosegrab, and tailgrab. Something interesting to note is in snowboarding you can grab Tindy or Tailfish but this is considered poor form since these grabs can't be done on a skateboard (due to the board not being attached to the skaters feet) and grabbing these areas is generally something a novice snowboarder does when failing or "half-assing" a normal grab. Check out this diagram to see how grabs work - So, after reading lots of text descriptions for tricks I was still confused by what all these terms meant and how they were actually applied. So my next step was to look up these tricks actually being done and I found some really cool videos showing off how to do various tricks. This video in particular is the best reference material I've found as it contains nearly every trick back to back with labeled names and some tweaks - Sadly my rigged model doesn't handle leg animations with the snowboard that well so I can't animate as many tricks as I want to. Regardless there will still be around 15 total grab/air tricks in the game. Now it's time for me to stop procrastinating and start animating!
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Hey today i am working on animation but nop ;( I made an animation on blender (without bones) of an zippo, in blender the animation works but when i import it into LeadWerks there is no animation! I read some topic about an i think the problem is bones. I tried to attach bones to my model (zippo) and import it into leadweks but my model disappear and there is no anim. Help me if you know how to fix that.
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I've uploaded the needed files to replicate this bug. If you press "T", the model will do it's attacking animation but the test function will fire as soon as you press "T", and not after the animation is done. Watch "Done!" pop up in the log in the script editor as soon as the animation starts! endhookbug.zip
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So, I have a mesh with lots of animations and I forgot to make 1 animation. How can I add new animation from separated fbx file? Like, maybe save it with that 1 animation, without mesh but with same Armature or what; and after that, what shouldI do with it, how to link it? I've tried to export armature with some keyframes without mesh, but Leadwerks didn't see any keyframes. And I can't fnd any tutorial about it. Looks like these are obvious things, but I can't figure it out.
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Hi again! So, I started my first experiments with animations. Was doing progress, but encountered a problem I can't find an answer. I recorded a video. What is going on here? Animation is "working", but vastly different in Leadwerks! In video, animation displayed first like intended in Blender, then in Leadwerks.
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Hi after I exported my hands model as mdl (with Leadwerks Blender exporter) many of the animations were malformed? Anyone had the same problem? This makes the exporter pretty useless for me, as it works fine when I export as fbx. This is how it looks in LW: An this is how it looks originally: Thank you in advance!
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Hi Leadwerkers , this time just a short entry showing some of the stuff I recently made. I think it looks pretty cool and wanted to share it with you. Some cool bow & crossbow rigs: Some examples of the new combat animations (WIP): Soon to be seen ingame and in action. Stay tuned and have a nice day . Markus from Phodex.
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Hi, recently I am working on some new animations for my FPS hands. The problem I have is I have for example a sword attack animation, and want the player to be able to equip diffrent weapons (types of swords). I kind of worked out a solution which works, but I causes a lot of trouble and is not much fun to work with and I cannot believe there is no better solution. I simply put a weapon bone into my rig, then I imported the sword model inside Blender, parented it to the bone to see the sword while animating. Then I export the rig an hand model, afterwards I export the Sword model (in its original position and rotation of course), but if I parent it to the weapon bone, its rotation is weird and I need to manually fix it, or I can't even find the right rotation. I tried fbx export, and leadwerks exporter. I get very diffrent results. I tested this stuff for hours now and are kind of frustrated :(. So far to what I already did. Now my question: What is a common way to do such a thing, as I dont know? Any tutorials, guides how to realise a system like this? How do you guys solve that? Because it is really a pain to syncronize the positions/rotations I have inside Blender, with the Leadwerks dimensions. Thank you in advance for your answers.
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Hi, I have not solved this problem, yet, although I have it for quiet a while. I want to make a system so a character can wear diffrent clothing. Say I have an Character which I want to wear a shirt. How is the best way to make the shirt play the same animation as the Character? The only way, I know, which is working, is to put the same rig, the character has to the shirt inside your model software (Blender in my case) and export it. Then play the animation on both. Recently I played around with seperating the armature from the model and add another model to the rig (as a parent) inside Leadwerks but that does not work. If you export only an rig from blender this rig has no animations inside Leadwerks. Even if you load animations in, the model, set as the parent of the rig, does not play any animation. Well I would have wondered if that worked anyway. What I know, what works is if you parent an entity to an bone inside an rig in Leadwerks, this entity moves with the bone. This is very helpful for weapon animation, but what if I need more than one bone to affect my model? Any ideas on that?
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Hello, New to this software. I've successfully imported an FBX with bone animation and it's awesome. My question is, if I animate a character with a run cycle, but then I want him to be holding a weapon, is it possible to override the animation only in his arms, replacing the animation with a pose to hold a weapon? What about only animating the character's facial bones for talking? Can the facial speech values of one animation clip be added to a run cycle animation clip? How about blending between a walk cycle and a run cycle? Is that possible?
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Hi all I've published a NPC set for LW in the workshop (prefab included). Let me know if you woultd like to see more chars with animation for LW users. Have a nice day
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animation Only one thing moves at a time in animation
JustBrownie posted a topic in General Discussion
I made a simple gun in blender and animated it to reload and fire, and when i import the .fbx into leadwerks, it shows the full gun moving, and the magazine only moving, in two different animations. I want the gun to move into place, then the magazine to drop and go back in. It shows it like this in blender, any ideas? -
I have been making a bunch of models in blender with Leadwerks that have animation, and I export them as .FBX and then use drag and drop to import then and it all works perfectly fine, no errors, i can open them up and look at them (after scaling them down) and it's fine, except the animation isn't included. I already made sure in the export options in blender that the "include animation" box was checked and the animation still does not show up. It says it has no animation at all. Help is appreciated very much and thank you.
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In the model viewer there is an option to import an animation. I think if you have the right format of text file then it can construct the multiple animations from a single track if you tell it which frames to pull out. I can't find the format for this anywhere. Can anyone supply a link to this information, or the information itself for the format of the text file?
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My animations do not run using the script " MonsterAI.lua "
psygnosys posted a topic in Game Artwork
Hello Friends I am encountering problems in applying the script " MonsterAI.lua " My character has 4 basic animations, I followed exactly all settings using the models Leadwerks " crawler " , however my character does not run animations , performing only 2, Stopped and Killed when I throw it. I searched the forum some solutions and have not had success , if someone can help me I thank you ! attached photo of my model and the settings I'm doing- 12 replies
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Hi, i have a simple question: I want to move a model (with GoToPoint) if i press the left mouse button, and play an animation while the model moves. I did: if (window:MouseHit(Key.LButton)) then -- Target position (in place ATM) local targetpos = Vec3(0,0,17) -- Move model player:GoToPoint(targetpos.x,targetpos.y,targetpos.z,1.1,1) -- Animate model local t = Time:GetCurrent() player:SetAnimationFrame(t/100.0,1,1) local playerpos = player:GetPosition(true) end My results moves the object, but the animation isn´t played well (only if i press the mouse button again), and any correction did not work.
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Hi everyone, I have a character model with an animated arm. I want character's neck bone to rotate following my mouse look rotation. Everything seems to be ok if I don't use entity:SetAnimationFrame, character head rotates nicely. But when I apply entity:SetAnimationFrame to animate the arm, I can't control neck bone anymore. Animation of character's arm is normal. How can I seperate animated arm bone from neck bone to use both animation and manual control
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model_path = "G:/342/fff/Models/Characters/Crawler/crawler.mdl"; model = Model::Load(model_path); model->SetAnimationName(1, "Run"); std::cout << "Animation: " << model->GetAnimationName(1); anim = 42; std::cout << "*******animname***: " << model->animationname[1]; model->SetAnimationFrame(Time::GetCurrent() / 100.0, 1, 1, 1); model->Update(); Here's a problem: animation draws incorrectly, somebody knows how to fix it?
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Well, long time has passed since i have written a new entry. While I'm still working on the asset manager and Texture Converter (non threading version) I have prototyped a small animation class in Blitzmax which can handle multiple animations at once for a single mesh. eg: you can walk and use your sword in the same time. Everything is handled automatically you just give a root animation a speed factor and a blend factor. Later you can simply add an 'extra'- animation to the mesh by using the bonename and an animation name. As you will notice in the video i have not yet synced some values eg: when does an once time played animation blend out. But i think the video gives an idea what is possible with Leadwerks Engine. Here is a small codesnippet from my sample project how animation is handled: If JUMP = 0 Then If move = 0 Then scene_helper.playeranimator.SetMainAnimation("Idle") scene_helper.playeranimator.SetAnimSpeed(3) ; Else If Abs(move) >= 1.5 Then scene_helper.playeranimator.SetMainAnimation("run") scene_helper.playeranimator.SetAnimSpeed(Sgn(move) * 2.0) ; Else scene_helper.playeranimator.SetAnimSpeed(Sgn(move) * 3) ; scene_helper.playeranimator.SetMainAnimation("walk w/o sword") End If End If Else scene_helper.playeranimator.SetMainAnimation("jump", ANIMSTYLE_ONCE) scene_helper.playeranimator.SetAnimSpeed(Sgn(move) * 3) ; End If If MouseHit(MOUSE_LEFT) scene_helper.playeranimator.SetExtraAnimation("Bip01_R_UpperArm", "attack combo", ANIMSTYLE_ONCE) End If If MouseHit(MOUSE_RIGHT) scene_helper.playeranimator.SetExtraAnimation("Bip01_L_UpperArm", "pick up", ANIMSTYLE_ONCE) End If
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When your NPC moves it may move at different speeds, especially if you are using some sort of steering. This presents the problem of what speed should you play your walk/run animations. My solution is to analyse the animation and see how far the foot travels from start frame to end frame and when animating play the correct amount of frame(s) for the distance. Here’s the code:- #include "anim.h" void animItem::calcAnimDist( TEntity e, TEntity bone ) { TVec3 startPos; TVec3 newPos; TVec3 prevPos; TVec3 rot; float totalZ = 0; float totalX= 0; if (!bone) return; rot = EntityRotation(e,1); RotateEntity(e,Vec3(0),1); startPos = EntityPosition(bone,1); for(int i=startFrame; i<endFrame; i++) { prevPos = EntityPosition(bone,1); Animate( e, i ); newPos = EntityPosition(bone,1); totalZ += abs(newPos.Z - prevPos.Z); totalX += abs(newPos.X - prevPos.X); } RotateEntity(e,rot,1); distanceZ = totalZ*2; distanceX = totalX*2; perFrameZ = totalZ / frameCount; perFrameX = totalX / frameCount; maxSpeed = perFrameZ / 1.8; minSpeed = perFrameZ / 3.6; } Here’s it’s header file, it has loads more stuff in that I will touch on in later blog entries. #ifndef ANIM_H #define ANIM_H #include <string> #include <map> #include <vector> #include <algorithm> #include "engine.h" #include "actor/include/animbody.h" using namespace std; typedef enum animDirection { ANIM_OTHER }; class keyFrame { int parentFrame; int childFrame; }; typedef enum animType { ANIM_NONE = 0, ANIM_IDLE = 1, ANIM_WALK = 2, ANIM_RUN = 4, ANIM_CROUCH = 8, ANIM_TURN = 16, ANIM_STRAFE = 32, ANIM_RIFLE = 64, ANIM_PISTOL = 128, ANIM_DEATH = 256, ANIM_FORWARD = 512, ANIM_BACKWARD = 1024, ANIM_PAIN = 2048, ANIM_LEFT = 4096, ANIM_RIGHT = 8192, ANIM_JUMP = 16384 }; typedef enum animStatus { ANIM_DEFAULT, ANIM_STARTING, ANIM_PLAYING, ANIM_STOPPING, ANIM_STOPPED }; class animItem { protected: float distanceZ; float distanceX; float rotationAngle; map<std::string,keyFrame> keyFrames; public: animType animType; std::string name; int sequence; int startFrame; int endFrame; int frameCount; float perFrameX; float perFrameZ; bool speedDepdent; float maxSpeed; float minSpeed; animDirection direction; animStatus m_status; animItem() {}; animItem( string pName, int pStart, int pEnd, animDirection pDirection = ANIM_OTHER ); ~animItem() {}; inline int getFrameCount() { return frameCount; } //void calcAnimDist( TEntity e, string boneName ); void calcAnimDist( TEntity e, TEntity bone ); }; typedef enum animPlayType { PLAY_REPEAT, PLAY_ONCE, PLAY_ONCE_RESET }; class playingAnim { protected: public: animItem* myAnimItem; float currentFrame; // Zero based float speed; animStatus status; animPlayType animType; TEntity entity; float transitionTime; float startTime; float stopTime; int blendTime; playingAnim() {}; playingAnim( animItem* pAnim, float pTransitionTime = 0, float pSpeed = 0, animPlayType pAnimType = PLAY_REPEAT): currentFrame(0), blendTime(0), stopTime(0), startTime(0) { myAnimItem = pAnim; speed = pSpeed; animType = pAnimType; transitionTime = pTransitionTime; status = ANIM_STARTING; } inline void setStartTime( float pTime ) { startTime = pTime; } inline void setStopTime( float pTime ) { stopTime = pTime; } inline void setEntity( TEntity ent ) { entity = ent; } inline void setCurrentFrame( float pFrame ) { currentFrame = pFrame; } inline float getStopTime() { return stopTime; } inline float getStartTime() { return startTime; } inline float getTransitionTime() { return transitionTime; } inline animStatus getStatus() { return status; } inline animPlayType getAnimType() { return animType; } }; class entityAnimation { protected: map<string,animItem*> items; map<string,playingAnim*> animQueue; playingAnim* activeItem; TEntity entity; public: entityAnimation( TEntity pEnt ); //~entityAnimation(); animItem* addItem( string pName, int pStart, int pEnd ); playingAnim* start( string pName, float pTranTime = 0, float animSpeed = 1, animPlayType pAnimType = PLAY_REPEAT, string entityName = ""); void stop( playingAnim* anim, float transition); void stopAll( float time); void update( float dist = 0); bool isPlayingAnimName( string pName ); bool animationActive( string pName); bool animationStopped( string pName ); inline float startBlend( playingAnim* play ); inline float stopBlend( playingAnim* play ); }; class locomotion: public entityAnimation { public: animType currentAnimType; bool crouching; bool holdingPistol; bool holdingRifle; bool movingForward; bodyParts* m_bodyParts; bodyControl* m_bodyControl; float swapTime; void update( float dist = 0); animItem* locomotion::findItemForSpeed( float dist ); animItem* locomotion::findItemForType( animType pAnimType ); bool readAnimFile( string pFile ); void setCrouching( bool pCrouch = true ); void setHoldingPistol( bool pPistol = true ); void setHoldingRifle( bool pRifle = true ); void setMovingForward( bool pForward = true ); locomotion( TEntity e); void render( TCamera cam); }; #endif