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modeleditor:animations [2012-03-29 11:16]
Carsten completed the text
modeleditor:animations [2012-03-29 11:25]
Carsten revised / rephrased the text
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 ==== FPS ==== ==== FPS ====
 The speed in frames-per-second with which this animation sequence is played. The speed in frames-per-second with which this animation sequence is played.
 +
 +It's normally set by the model artists and needs only be changed e.g. for special effects such as slow motion, or if the right number was not correctly imported from the original model file, etc.
  
 ==== Num Frames ==== ==== Num Frames ====
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 This is the number of the animation sequence to play after the current sequence. This is the number of the animation sequence to play after the current sequence.
  
-Normally, this value is -1 to indicate "​no"​ next sequence, which is used for animations that should just stop when they'​ve reached their last key frame. For example, a player model dropping to the ground after it was hit by a bullet ​typically ​have a next sequence value of -1, indicating that this is a "​non-looping"​ sequence.+This value is set to -1 to indicate "​no"​ next sequence, which is used for animations that should just stop when they'​ve reached their last frame. For example, ​a sequence of a player model for dropping to the ground after it was mortally wounded ​typically ​has a next sequence value of -1, indicating that this is a "​non-looping"​ sequence.
  
 Setting the value to the same number as the number of this sequence means "play this sequence again when its end has been reached"​. It's another way of saying that this is a looping sequence, such as walking or running. Setting the value to the same number as the number of this sequence means "play this sequence again when its end has been reached"​. It's another way of saying that this is a looping sequence, such as walking or running.
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 Setting the value to a number other than -1 ("​non-looping"​) or the own sequence number ("​looping"​) can be useful to indicate logically consecutive sequences. For example, if a player model has a sequence for holstering its weapon, the "next sequence"​ value might be the number of an idle sequence -- whatever the player does after he has the hands free. Setting the value to a number other than -1 ("​non-looping"​) or the own sequence number ("​looping"​) can be useful to indicate logically consecutive sequences. For example, if a player model has a sequence for holstering its weapon, the "next sequence"​ value might be the number of an idle sequence -- whatever the player does after he has the hands free.
  
-In summary, note that the "next sequence"​ setting is mostly used to indicate looping vs. non-looping sequences, and that often the game script or C++ code will override whatever has been entered here: The model artists and the game programmers will have to communicate regarding the purpose of the animation sequences in order to make best use of this feature.+In summary, note that the "next sequence"​ setting is mostly used to indicate looping vs. non-looping sequences, and that often the game script or C++ code will override whatever has been entered here: The model artists and the game programmers will have to communicate regarding the exact purpose of the animation sequences in order to make best use of this feature.
 <​clear>​ <​clear>​
  
modeleditor/animations.txt ยท Last modified: 2013-01-07 12:07 (external edit)