Author Topic: SimpleWell looping animation [Still Need Help]  (Read 1963 times)

So I found out that the animation has nothing to do with the script and I am doing the animation wrong in my model. I learned that animations for HatMod are different from those for weapons.

I use Milkshape and I was wondering what is the correct way to export a looping animation for SimpleWell?

Also, I need help mounting it to other nodes. It is set to HeadSlot, what is the name for pants and body?
« Last Edit: July 13, 2010, 07:29:34 PM by Xinakam »

it's not in the script

hope i helped

it's not in the script

hope i helped
Was this absolutely necessary?

i think

I think that you don't think.

Fine.

The animation is in the model, not the script.

If you want it to happen, make it so in the model then play the animation with the script.

The model has animation, how do I make it play with the script when there is no line that does so?

EDIT: Sorry, from your first reply I thought you were trolling...
« Last Edit: July 13, 2010, 02:37:16 AM by Xinakam »

that you will have to ask someone else on.
since i'm pretty sure playthread won't work here.

go to coding help gogogo

but theres already a topic here...

Please still need help... someone...

but theres already a topic here...

Please still need help... someone...
mmk.... its the stateSequence. Does it have a shapeBaseImageData Datablock for the hat? because if not, you need it. And if thats not how the SimpleWell hat mod works, then I have no clue how to do it or know if its even possible. If it DOES use a shapeBaseImageData datablock, add this to one of the states:

stateSequence
  • = <Name of animation sequence>;


Replace # with the number of the rest of the states in the group, and im sure you know what do do with the other thing lol.

Thats only for weapons. The script for SimpleWell hats is short and does not have that... see:
Code: [Select]
AddHAT("Makanix","MakanixImage",0);

datablock ShapeBaseImageData(MakanixImage)
{
shapeFile = "./Shapes/Makanix.dts";
emap = true;
mountPoint = $HeadSlot;
offset = "0 0.0 0.0";
eyeOffset = "0 0 0.0";
rotation = eulerToMatrix("0 0 0");
doColorShift = false;
colorShiftColor = "0.500 0.500 0.500 1.000";
};

Where is says HeadSlot i need it to change to pants, but when i type it, it mounts to my right hand...

I copied this from the copter hat, the one with animation but it is no different from the other hats. I don't understand how the animation is playing.

EDIT: Maybe its a continuous loop in the model. the animation i exported only plays once for like weapon scripts...
« Last Edit: July 13, 2010, 01:18:55 PM by Xinakam »

Bump with different problem...

mmk.... its the stateSequence. Does it have a shapeBaseImageData Datablock for the hat? because if not, you need it. And if thats not how the SimpleWell hat mod works, then I have no clue how to do it or know if its even possible. If it DOES use a shapeBaseImageData datablock, add this to one of the states:

Code: [Select]
stateSequence[#] = <Name of animation sequence>;
Replace # with the number of the rest of the states in the group, and im sure you know what do do with the other thing lol.

It made a bullet so I put it in code for ya.

mmk, which program are you using? To either save or waste time, Ill assume you're using blender (Saves time if you do, wastes my time if not but meh >_>) When exporting as a DTS, go under the Sequences tab and choose your animation. There are 2 buttons next to the name, one that says export and one that says cyclic. Click the cyclic button. Once you use the script to play it back (if you even need to; try it with no modifications to the script first) it should continue going. Hope this helps.

I think you need to name the sequence "idle" without quotes or something. And i think milkshape has a Looping animation checkbox..

It made a bullet so I put it in code for ya.
Pointless, but whatever.

Sorry to waste time but I do use Milkshape. In the dts exporter, there is an add animation box, in that box there's a cycling check box. Think that is it?

Edit: should of read your entire post first... Lol