Author Topic: Custom Animations Project  (Read 23792 times)

No, there was someone else. Forgot who.
nice to see that people flip the forget out when i'm gone

Well done!

Now how about adding custom nodes to the model?

Probably wouldn't be that hard... but you could always fake another mount node, by offsetting your weapon/item mountPoint.

But another node, you would have to add it to each animation file, and parent it correctly, and then change the code of the item so it mounts it on that node. This is all theory though, which I don't plan on testing anytime soon.

Holy crap I've done it!
I've gotten the default animations into blender!
woot.
All default animations? *trollfaec*

woot.
All default animations? *trollfaec*

Haha. Well if it works for one, it should work for all.
Shall I convert them all? Who's interested?

And MegaScientifical, eat your words. :P
Shaper is the easiest solution to this problem, and now I am successful.

it's cool we can get them into blender, but actually getting animations out of blender and into game is what i really want to find out how to get working. the guy who was working on steam with me to get the bones fixed isn't responding so....

Shaper is the easiest solution to this problem, and now I am successful.
I don't want the default animations. I want new animations for the default model.

Peejster, someone was looking for you last month for a reason I forgot.
Use PMs. Not mod discussion.

I don't want the default animations. I want new animations for the default model.

Right, but...

I cannot figure out the correct rotations for almost all of those bones alone.

Now, having the defaults in there, we can enhance them. We no longer have to match the defaults as closely as possible.

Chrono, does your script work or not?

Now, having the defaults in there, we can enhance them. We no longer have to match the defaults as closely as possible.
He's only trying to match the defaults to see if he's getting the axis right. We aren't trying to enhance the defaults. We're not trying to recreate the defaults for release. We're trying to make new ones that don't come out completely different from what we made.

Chrono, does your script work or not?
It does now.

He's only trying to match the defaults to see if he's getting the axis right. We aren't trying to enhance the defaults. We're not trying to recreate the defaults for release. We're trying to make new ones that don't come out completely different from what we made.
It does now.

Ah, I see. Well first, I'd like to thank you for writing the script (I suck at code) and second, my personal interest in this project was to add custom weapon animations- not the crappy cheat of using model hands that don't match the player's hand color.

For the reload animations, the hands needed to start in their default weapon positions, which is why I needed some of the default animations.

Oh forget yes!







wait...






um...




stuff. Haha this is gonna take some work. :P

10/10 would use in a DM

  • Use a clean, empty installation of Blockland.
  • Download the zip file from the link in the topic.
  • Place it in Add-Ons.
  • Start Blockland, enable the add-on, start a server.
  • Spawn, place a brick and event it to change playertype to Animation Test on click.
  • Click. I appear to be a bugged player with no face, no decal and no animations.

Does this actually work for you guys? "I appear to be a bugged player with no face, no decal and no animations."

Does this actually work for you guys? "I appear to be a bugged player with no face, no decal and no animations."

Yes, it worked on the first try for me. And by what you described, it should be working for you. Perhaps you somehow messed up an animation file? Try re-downloading Chrono's Script_playeranimationtest?