FoxMulder Posted January 2, 2015 Posted January 2, 2015 Hello everyone, I'm a newcomer to Lua and Leadwerks. I have imported a premade animated model into Leadwerks in FBX format. It works perfectly however I can't find any reference about activate animations through LUA scripting. E.g. I would like to make a character walking forward on W KeyHit. All tutorials I've found till now are about C++.. Can anyone help me? Quote
nick.ace Posted January 2, 2015 Posted January 2, 2015 I think you are a little confused between animation and character controller movement. Animation is the movement of bones where are controller movement is the character actually moving somewhere. They are independent of each other. Controller movement is controlled with this command: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitysetinput-r706 The FPSPlayer.lua file shows pretty well how to do the controller movement. Animation is controlled with this command: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitysetanimationframe-r141 Animation is generally pretty simple in that you just set a frame (i.e. use Time:Millisecs() or something to change the frame) and pick and animation. Quote
FoxMulder Posted January 2, 2015 Author Posted January 2, 2015 Thank you Nick Ace ! Well I knew they are completely different but I wanted to know if there's a function to activate SetAnimationFrame when I use a certain input. This is my question Quote
nick.ace Posted January 2, 2015 Posted January 2, 2015 Oh ok. Did I answer your question, though? Quote
AggrorJorn Posted January 2, 2015 Posted January 2, 2015 The C++ tutorials also have a lua script version. An overview of the lins can be found here: http://leadwerks.wikidot.com/wiki:tutorials 1 Quote
nick.ace Posted January 2, 2015 Posted January 2, 2015 I wish Josh would place a link to the wiki under the Community tab. It's sort of hidden from everyone, but it has a bunch of useful stuff. Quote
marchingcubes Posted January 2, 2015 Posted January 2, 2015 Hi, I have a character with a set of animations, and my controller's animation section uses the Animation Controller Script. this lets you have a set of looped animations, anf pretty much 'just works' for walk cycles etc. You will need to change speed/blend to match you animations rate. http://www.leadwerks.com/werkspace/page/documentation/_/script-reference/animationmanager-r693 it looks like: function Script:UpdateWorld() if self.parentEntity.script.isAttacking == true then self.baseAnimMgr:SetAnimationSequence(self.AnimAttack, 0.05, 200) else if self.parentEntity.script.playerMovement.z ~=0 or self.parentEntity.script.playerMovement.x ~=0 then if self.parentEntity.script.enteredWater == true then self.baseAnimMgr:SetAnimationSequence(self.AnimSwim, 0.05, 200) else self.baseAnimMgr:SetAnimationSequence(self.AnimWalk, 0.05, 200) end else self.baseAnimMgr:SetAnimationSequence(self.AnimIdle, 0.005, 200) end end Hope that helps Quote
FoxMulder Posted January 2, 2015 Author Posted January 2, 2015 Thank you very much guys ! I'll try and I will let you know ! Quote
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