Author Topic: Character Animations  (Read 2052 times)

Offline Billz

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Character Animations
« on: July 03, 2009, 09:14:45 PM »
(This only affects one bridge and no others so really, it doesnt count as a full tech help thread)

While using WalkFX on the Intrepid V3 bridge, I saw that there was a couple of issues with some of the character animations.

Is this supposed to be this way, or is my bad luck striking again?

*Awaits Jimmy's post about yet another technical help thread, lol*
Can't wait for 2014 to start.

Offline MLeo

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Re: Character Animations
« Reply #1 on: July 04, 2009, 08:05:20 AM »
The second image is a matter of SetStanding(0), or just applying the right animation (currently it's the galaxy animation?).

The first looks like an animation bug (known I believe, but too hard to fix) you wouldn't normally see (I don't believe WalkFX was released at that point). It's also a hard to find bug (which, of course, you did) and would normally be only found if you watched the entire animation in BC itself. You wouldn't have caught it in Max. Meaning it's just a more or less random angle of bones that causes that deformation.



*Moved to Bridge Modding*
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline Billz

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Re: Character Animations
« Reply #2 on: July 04, 2009, 03:29:16 PM »
The second image is a matter of SetStanding(0), or just applying the right animation (currently it's the galaxy animation?).

The first looks like an animation bug (known I believe, but too hard to fix) you wouldn't normally see (I don't believe WalkFX was released at that point). It's also a hard to find bug (which, of course, you did) and would normally be only found if you watched the entire animation in BC itself. You wouldn't have caught it in Max. Meaning it's just a more or less random angle of bones that causes that deformation.



*Moved to Bridge Modding*

Truth be told, the first image doesn't bother me that much as it gives the impression of a more 'relaxed, laid back' crew. I know that isn't really the case but it looks it so its cool, lol.

The second image is the one I mainly have a problem with. I would gladly fix it myself, but unfortunatly, my scripting knowledge only extends as far as plugins, MVAM, soundpacks, ship scripts and hardpoint tweaking. (I have yet to achieve MPE actually 'not crashing' so that I can make my own hardpoint)

If you can tell me how to fix the 'out of phase Diaz' problem, I will gladly take on the knowledge and practice with it as much as I can.
Can't wait for 2014 to start.

Offline MLeo

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Re: Character Animations
« Reply #3 on: July 04, 2009, 06:14:42 PM »
There is one thing you can try.

In the console, type in the following:
Code: [Select]
pBridge = App.g_kSetManager.GetSet("bridge")
pScience = App.CharacterClass_GetObject(pBridge, "Science")
pScience.SetStanding(0)

And if that works you can add it to science entry of the bridge plugin for that bridge, take a look at the other location entries, specifically the extras.
You can see that they have an extra entry, 'pCharacter.SetHidden(1)', you can add, for the science character the following:
Code: [Select]
, 'pCharacter.SetStanding(0)'
Otherwise it's an animation issue, and you would still need to edit that file to point the animation location to the right one.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.