![]() ![]() As turret setup is almost same as VEHICLE setup, except it don't include any critical points like ENGINE or FUEL and VOLUMES only apply to BODY, GUN, TURRET, GUN_ROT, SHIELD(s). Where following are types of animations with some common actions according to predefined properties in game engine:Īnimation = fire_mgun, fire_mgun, 120-160,60Īnimation = doorleft, doorleft, 120-160,60Īnimation = doorright, doorright, 120-160,60Īnimation = doorleft_passenger, doorleft_passenger, 120-160,60Īnimation = doorleft_close, doorleft_close, 120-160,60ĪnimationResume = open2, open2, 170-185,80ĪnimationResume = open_driver, open_driver, 235-295,60ĪnimationResume = open_commander, open_commander, 235-295,60ĪnimationResume = open_gunner, open_gunner, 235-295,60ĪnimationResume = close_driver, close_driver, 235-295,60Īnimation = repair, body_r, 203-220, body_r, 60Īnimation = repair, engine_r, 150-160, engine_r, 60Īnimation = repair, turret_r, 247-260, turret_rĪnimation = break, trackL_b, 20-36, trackL_b, 80Īnimation = break, trackR_b, 40-60, trackR_b, 80Īnimation = break, body_b, 5-17, body_b, 60Īnimation = break, engine_b, 140-150, engine_b, 60Īnimation = break, turret_b, 230-247, turret_bĪnimation = shield_left_r, shield_left_r, 120-160,60Īnimation = repair, gun_r, 247-260, gun_rĪnimation = engine_start, engine_start, 10-50,60Īnimation = engine_stop, engine_stop, 10-50,60Īnimation = engine_work, engine_work, 120-160,60Īnimation = fake_prop, fake_prop, 120-160,60Īnimation = dooropen, dooropen, 120-160,60Īnimation can mix and match with in entities depend on entity structure. AnimationRESUME it will make animation to continue which suspend due to some other action, from the point where it stopped, otherwise the animation can either be played to the end, or get restarted. AnimationAUTO will apply animation to any object by defined frame range despite of whatever the object nature is, it also don't require any specific action name, you can give its ACTION any name like ZEBRA11, LION22 etc and it even can apply over human entity related weapons and armors Animation = (ACTION name e.g.: FIRE, RECOIL etc.), (Name you provided to the combination of selected OBJECTS, on which you want to apply ACTION upon by “Edit Named Selection Set”), (starting frame - ending frame), (name of animation file on which you want to play animation from), (percentage of speed which animation play by) So simple animation code be divided into following parts: Before Proceed further with this tutorial, as its kind a concluding tutorial and for that defining animation and its kinds is necessary. To understand this tutorial, you have to go through with previous tutorials as follows: Character Animation Model - Updated 9-7-2019 - MegaĬharacter Animation Model - Updated 9-7-2019 - MediaĬharacter Animation Model - Updated 9-7-2019 - DropĬharacter Animation Model - Updated 9-7-2019 - Googleįrom 3d Max to MOW Export Plugin - OfficialĬombine Pack Updated on 23-8-2019 Media FireĬombine Pack Updated on 23-8-2019 Google DriveĬombine Pack Updated on 23-8-2019 Drop Box ![]()
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