Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: Lurok91 on May 13, 2010, 10:34:34 AM
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Animated chair ingame but not synching up with crew move. Anyone know solution? (If it involves Character Studio/biped, then screwed :) )
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hmmmm i think it does involve Character Studio...
i am not certain tho... you may want to fire off another PM to Mark (or LC, who goes by "Legacy" there) and annoy them until they respond...
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What about Viper and his damn "disk?"
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I don't know how animations are done but maybe you could try attaching the crewman to the chair like this:
pObject1.AttachObject(pObject2)
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I don't know how animations are done but maybe you could try attaching the crewman to the chair like this:
pObject1.AttachObject(pObject2)
thanks for tip. Where would that go in scripts, and which one(s) ?
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As I said I don't how the animations are done.
Could you post the scripts for that bridge?
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This is my understanding of how animations are called:
Bridge script lists all animations used by all crew on that specific bridge
Character script lists specific animations used by specific crew member, and links to:
(bridge)Medium/Small/LargeAnimation script...
I think this is the key script, as it 'calls' the specific animation movement... i.e., triggers open/close door, and links crewmember movement to specific chair animation. I know this because I've got anim doors to work. and as can see from above, have chair and crew anims - just not synched together :). It might be the frame timing of my animation is wrong, and all I need to do is lengthen it. Will try that, but in the meantime....
Example from ENAMediumAnimations:
def ENATurnAtCTowardsCaptain(pCharacter):
kAM = App.g_kAnimationManager
kAM.LoadAnimation ("data/animations/ENA_face_capt_C.nif", "ENA_face_capt_C")
kAM.LoadAnimation ("data/animations/ENA_chair_C_face_capt.nif", "ENA_chair_C_face_capt")
pSet = App.g_kSetManager.GetSet("bridge")
pBridge = pSet.GetObject("bridge")
pBridgeNode = pBridge.GetAnimNode()
pCharacter = App.CharacterClass_Cast(pCharacter)
pSequence = App.TGSequence_Create()
pOpenEyes = Bridge.Characters.CommonAnimations.EyesOpenMouthClosed(pCharacter)
pSequence.AddAction(pOpenEyes)
pAction = App.TGAnimAction_Create(pCharacter.GetAnimNode(), "ENA_face_capt_C", 0, 0, 1)
pSequence.AddAction(pAction, pOpenEyes)
pAction = App.TGAnimAction_Create(pBridgeNode, "ENA_chair_C_face_capt", 0, 0)
pSequence.AddAction(pAction, pOpenEyes)
return pSequence
where 'face' is the character anim move and 'chair' is the chair (doh) anim. There are usually two separate Turn codes, one towards captain, and a reverse.
Hope that helps :)
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After checking several scripts it looks like even though each character exists as a separate object the bridge chairs don't but are instead loaded as part of the larger bridge object. Therefore attaching crewmen to individual chairs won't work.
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Thanks for trying to help anyway. Much appreciated. I'm sure we'll come up with a solution soon somehow :)
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Thanks to Sov over at BCS (good call J), got more of an insight into how the animation works. Unfortunately I still need to learn how to recreate the original bridge anims from the old masters. Once I learn that I should be able to anim chairs properly.
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What about Viper and his damn "disk?"
Viper has the DISK, but it only contains working files, bipeds, and the starter scripts. You still need CS and a working knowledge of how to do anims and scrips to each bridge. And none of it works on windows 7, so I cant even open the disk anymore. And I never finished the anim tutorial.
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I don't mean to offend, but the way the chairs tip over before turning back just cracks me up! :funny