New animation system is finally in
Re: New animation system is finally in
Hi, sorry, in retrospect mixed up the two ways of doing it because I tried both approaches.
Approach 1: place origin at world origin, rotate and inverse translate the object for every frame.
Approach 2: place origin at pivot, translate object to the proper position and then just rotate it for each frame.
So my ani files were approach 2 and my meshes were from approach 1, sorry about that.
Approach 1: place origin at world origin, rotate and inverse translate the object for every frame.
Approach 2: place origin at pivot, translate object to the proper position and then just rotate it for each frame.
So my ani files were approach 2 and my meshes were from approach 1, sorry about that.
![Image](http://i61.servimg.com/u/f61/14/81/76/39/signat12.png)
![Image](http://i61.servimg.com/u/f61/14/81/76/39/signat16.png)
-insert deep philosophical statement here-
Re: New animation system is finally in
Does anyone know the name of the .pie file responsible for the rings around the power generator? I thought it was effects/fxpower.pie but that turns out to be some other animated effect on the power generator. I don't know how to view .pie models, I just edit them in a text editor.
I doubled the size of a power generator just by multiplying all vertices by two and everything works great except now the rings don't line up and they're not viewable because the generator is 2x taller. Players won't be able to tell how many oils they have if they can't see the # of rings and I don't know which file contains that animation.
I doubled the size of a power generator just by multiplying all vertices by two and everything works great except now the rings don't line up and they're not viewable because the generator is 2x taller. Players won't be able to tell how many oils they have if they can't see the # of rings and I don't know which file contains that animation.
Re: New animation system is finally in
If you deleted or did not modify the connection data at the very bottom you effect is either not in the model or is inside too low to be seen.
Plus you will need to double the fxpower model pie to have it bigger that's if it is the effect.
Remember the height data is the 3rd number you might need to double it too in the connector data at the very bottom of file.
Plus you will need to double the fxpower model pie to have it bigger that's if it is the effect.
Remember the height data is the 3rd number you might need to double it too in the connector data at the very bottom of file.
Re: New animation system is finally in
The ring effect is inside the model too low to be seen but I don't know which file the ring effect is stored in. I doubled the values in fxpower.pie but the rings did not move so apparently it's not that file.Berg wrote: ↑08 Jul 2019, 20:16 If you deleted or did not modify the connection data at the very bottom you effect is either not in the model or is inside too low to be seen.
Plus you will need to double the fxpower model pie to have it bigger that's if it is the effect.
Remember the height data is the 3rd number you might need to double it too in the connector data at the very bottom of file.
The power generator uses these pie files:
blpower0.pie
power_module4.pie
blpower4.pie
blbpower.pie
I copied each file, appended ar to the new file names and doubled all the "POINTS" values.
blpower0ar.pie
power_module4ar.pie
blpower4ar.pie
blbpowerar.pie
The new generator is 4x4 and renders correctly but the rings did not move. I also don't know how to tell the new blpower0ar.pie to use the effect in the new fxpowerar.pie. (I need to maintain the original effect as well). The connection between fxpower.pie and the power generator model is not specified anywhere and I don't know how animation scripting works.
![Image](https://i.ibb.co/Hq26wVc/large-wz-building.png)
Re: New animation system is finally in
welcome to the animated land of Warzone2100
Re: New animation system is finally in
Look at structureEffectsPlayer() in src/display3d.cpp.MIH-XTC wrote: ↑08 Jul 2019, 21:33The ring effect is inside the model too low to be seen but I don't know which file the ring effect is stored in. I doubled the values in fxpower.pie but the rings did not move so apparently it's not that file.Berg wrote: ↑08 Jul 2019, 20:16 If you deleted or did not modify the connection data at the very bottom you effect is either not in the model or is inside too low to be seen.
Plus you will need to double the fxpower model pie to have it bigger that's if it is the effect.
Remember the height data is the 3rd number you might need to double it too in the connector data at the very bottom of file.
The power generator uses these pie files:
blpower0.pie
power_module4.pie
blpower4.pie
blbpower.pie
I copied each file, appended ar to the new file names and doubled all the "POINTS" values.
blpower0ar.pie
power_module4ar.pie
blpower4ar.pie
blbpowerar.pie
new_pow_gen_model.zip
The new generator is 4x4 and renders correctly but the rings did not move. I also don't know how to tell the new blpower0ar.pie to use the effect in the new fxpowerar.pie. (I need to maintain the original effect as well). The connection between fxpower.pie and the power generator model is not specified anywhere and I don't know how animation scripting works.
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Re: New animation system is finally in
Thank you.
It looks like what I'm trying to do is not going to work because it would require having 2 sets of spirals at the same time; one spiral for the large generator and 1 spiral for the small.
But according to structureEffectsPlayer() the position and size of the rings are hardcoded on lines 3547 and 3553 to be 32 wide and 64 off the ground. I could try to rewrite the logic to check for if small or large generator but... I'll come back to that thought. For now this is just cosmetic.
Re: New animation system is finally in
Heloooooooo and happy new year ![Smile :)](./images/smilies/icon_smile.gif)
i was showing my son this project, as he is starting to use scratch to make his first games and asked me what i was interested in before.
Ten, i remembered i was into animations and looked for this thread. I then tried to use it in blender and it was too old to work. So i fed it to ChatGPT 3.5 and it explained the changes needed. Then generated a new version. And behold it is working:
Its based on the 3.3.0 version. I don't know if someone needs it but the export script is attached.
I always wanted to revisit this project, but life had other plans.
![Smile :)](./images/smilies/icon_smile.gif)
i was showing my son this project, as he is starting to use scratch to make his first games and asked me what i was interested in before.
Ten, i remembered i was into animations and looked for this thread. I then tried to use it in blender and it was too old to work. So i fed it to ChatGPT 3.5 and it explained the changes needed. Then generated a new version. And behold it is working:
Code: Select all
ANIMOBJECT 15 0 15
0 0 0 0 0 0 0 1.0 1.0 1.0
1 -62500 78125 78125 0 0 7031 1.0 1.0 1.0
2 -200000 250000 250000 0 0 22500 1.0 1.0 1.0
3 -337500 421875 421875 0 0 37969 1.0 1.0 1.0
4 -400000 500000 500000 0 0 45000 1.0 1.0 1.0
5 -400000 396000 500000 12199 7859 39676 1.0 1.0 1.0
6 -400000 148000 500000 35249 16332 24497 1.0 1.0 1.0
7 -400000 -148000 500000 59303 13574 8242 1.0 1.0 1.0
8 -400000 -396000 500000 80671 4618 760 1.0 1.0 1.0
9 -400000 -500000 500000 90000 0 0 1.0 1.0 1.0
10 -358400 -448000 448000 80640 0 0 1.0 1.0 1.0
11 -259200 -324000 324000 58320 0 0 1.0 1.0 1.0
12 -140800 -176000 176000 31680 0 0 1.0 1.0 1.0
13 -41600 -52000 52000 9360 0 0 1.0 1.0 1.0
14 0 0 0 0 0 0 1.0 1.0 1.0
I always wanted to revisit this project, but life had other plans.
- Attachments
-
- wz_anim_export_gpt.py
- (3.32 KiB) Downloaded 28 times
Re: New animation system is finally in
Hi
![Wink :wink:](./images/smilies/icon_wink.gif)
Blender scripts were updated awhile ago to support new features
https://github.com/Warzone2100/warzone2 ... /pie_addon
Re: New animation system is finally in
Hi MaNGusT,
That is great news! I checked the link and it looks awesome.
I have to try it out.
That is great news! I checked the link and it looks awesome.
I have to try it out.
Re: New animation system is finally in
Unfortunately i have trouble installing the addon. I downloaded three 2.9x blender versions, installed both from zip and manually.
Refreshed,but the pie_addon is not visible for enabling. Did anyone encountered this issue?
Refreshed,but the pie_addon is not visible for enabling. Did anyone encountered this issue?
Re: New animation system is finally in
Tried for 2.93.9, all 4 scripts must be in the pie_addon folder in the zip
- Attachments
-
- pie_addon.zip
- (12.08 KiB) Downloaded 26 times
Re: New animation system is finally in
Oh, of course. I did not copy the __init__.py into the zip.
Now it works. I have tested the import with few files and it worked for most of the files.
Some gave me an error in parsing like blhq.pie. Also blderik.pie works, but blderik_anim.pie not.
Is it because of the file format changes? Is there some documentation i can look into?
Now it works. I have tested the import with few files and it worked for most of the files.
Some gave me an error in parsing like blhq.pie. Also blderik.pie works, but blderik_anim.pie not.
Is it because of the file format changes? Is there some documentation i can look into?
Re: New animation system is finally in
blhq.pie is PIE4. You should change it to PIE3 and delete tcmask line.
Don't know about blderik_anim.pie, WMIT opens it correctly
Don't know about blderik_anim.pie, WMIT opens it correctly
Re: New animation system is finally in
PIE4? i only know of PIE2 and PIE3 from the wiki https://developer.wz2100.net/wiki/PIE_format
Is the the PIE4 described somewhere?
I sucesfully build WMIT and opened blderik_anim.pie.
Is the the PIE4 described somewhere?
I sucesfully build WMIT and opened blderik_anim.pie.