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Animated objects?
https://xmoonproductions.org/viewtopic.php?f=27&t=3526
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Author:  MasterAaran [ Thu Dec 18, 2014 6:40 pm ]
Post subject:  Animated objects?

Mostly aiming this toward the other modelers here on the forum, or anyone that's messed with creating new objects...and of course XPAdmin :P....

How do you accomplish simple animations for models? the main example being the vibrator, where is the code/animation that makes it vibrate? I know that the sound files are defined in the .ini file for conversion, but I didn't see reference to animation, so where is that code?

Or the machine...where is the code that makes the animation for 'in/out' or 'up/down'? I'm asking cause I'm interested in making a specific toy with a specific animation that would be activated on pressing one of the 'activate' keys...

Just wondering if anyone has any insight...

-MA-

Author:  riftporn [ Thu Dec 18, 2014 9:07 pm ]
Post subject:  Re: Animated objects?

I'm just guessing here, but I think you put a maya animation and use the vibrator_obj when loading the part in init.dat.

Afaik there is no way yet to make your own objects that don't use any of the standard classes for objects. But we will have to wait for wiki and see.

Author:  rezzabae [ Thu Dec 18, 2014 9:19 pm ]
Post subject:  Re: Animated objects?

if the vibrator has an animation attached, the name of the animation is stored as string in the binary unless the binaries are encrypted. Try searching in the bottom 30% of the vibrator obj for any strings. Maybe you can guess the animation...

Author:  xpadmin [ Sat Dec 20, 2014 10:51 am ]
Post subject:  Re: Animated objects?

The animations for the objects used in XSP are very fixed.

So that part of modding is regrettably very limited. In some cases we have provided parameters to adjust the object behavior, but basically they are hard-coded.

So in case of the vibrator you can only change the sounds and model, not the behavior.

We want to add many more models, so the way to mod would be to pick a correct template object and change it (like was done with the anal beads).

Author:  riftporn [ Sat Dec 20, 2014 5:21 pm ]
Post subject:  Re: Animated objects?

xpadmin wrote:
The animations for the objects used in XSP are very fixed.

So that part of modding is regrettably very limited. In some cases we have provided parameters to adjust the object behavior, but basically they are hard-coded.

So in case of the vibrator you can only change the sounds and model, not the behavior.

We want to add many more models, so the way to mod would be to pick a correct template object and change it (like was done with the anal beads).


Could you see some kind of "generic" move object type being possible? Basically an object that has a child/parent object, a rotation / translation axis or any maya curve, limit points/angles, speed, acceleration and a way to control that from in-game (like what the remotes do now)

Author:  modderman [ Sat Dec 20, 2014 9:41 pm ]
Post subject:  Re: Animated objects?

riftporn wrote:
Could you see some kind of "generic" move object type being possible? Basically an object that has a child/parent object, a rotation / translation axis or any maya curve, limit points/angles, speed, acceleration and a way to control that from in-game (like what the remotes do now)

This why wish they do script different (closer to gmod lua?). Could create object class in script, take parameters, set up constraints to game engine for object parts. Object could have bones or vertex to mark position constraint use. Then also we get more control over object in scripts.

Author:  rezzabae [ Sun Dec 21, 2014 2:23 pm ]
Post subject:  Re: Animated objects?

I really thought the animated/movable objects would be generic and driven by scripts. Well that they are hardcoded limits the possibilities.
Maybe in a later Version, script driven, complex objects become reality...

Author:  MasterAaran [ Mon Dec 22, 2014 10:35 pm ]
Post subject:  Re: Animated objects?

xpadmin wrote:
The animations for the objects used in XSP are very fixed.

So that part of modding is regrettably very limited. In some cases we have provided parameters to adjust the object behavior, but basically they are hard-coded.

So in case of the vibrator you can only change the sounds and model, not the behavior.

We want to add many more models, so the way to mod would be to pick a correct template object and change it (like was done with the anal beads).


Well that's very disappointing... I was hoping for much more control than that....

I guess since my idea is no longer possible, at least not for a long while, it can't hurt to tell what the idea was in the first place. I wanted to make a 'drilldo'...basically a modeled power drill with a dildo on the end. To make it work though I would need to be able to make the dildo spin, and preferably make it switch on and off while holding the item. If this isn't possible through animations on the model itself, I might as well give up on that....

I hope I can get some feedback on this question then: is it possible to do things like change the speed of animations? What if I wanted to make a handheld 'piston' machine like the fixed one now? or if I wanted to mod the speed of the current machine animation? is THAT possible?

EDIT: Sorry if I sounded harsh or ungrateful or upset earlier. I was hoping for a bit more modding potential in the area of animation...But I truly appreciate everything they've given us so far...

Author:  Roggvir [ Tue Jan 06, 2015 4:10 am ]
Post subject:  Re: Animated objects?

I think my question is closely related to this topic, so i hope you wont mind me asking here:

Is it possible to change animation state of objects, ideally by setting it in the scene initialization, or runtime by scripting?
I am currently experimenting with some scripting related to stocks, and i would welcome the possibility of the stocks being at least unlatched and open at the scene start, so i woudlnt need to do that manually each time i start the game to test something.

Author:  Creepy [ Sat Jan 10, 2015 2:25 am ]
Post subject:  Re: Animated objects?

Roggvir wrote:
I think my question is closely related to this topic, so i hope you wont mind me asking here:

Is it possible to change animation state of objects, ideally by setting it in the scene initialization, or runtime by scripting?
I am currently experimenting with some scripting related to stocks, and i would welcome the possibility of the stocks being at least unlatched and open at the scene start, so i woudlnt need to do that manually each time i start the game to test something.

"\init\stories\dungeon\scenes\dungeon1.dat"
Code:
stocks_objecti:STOCKS STOCKS1
  {
    obj_name      = "object_stocks:stocks1";
    obj_name_elem = "object_stocks:stocksb1";
    status = 1;
    locked = false;
  }

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