Interesting Animation Info . . . - by ascottk
New Horizon on 19/3/2006 at 04:14
Hmmm, you know, there are no notetracks on the crouch walking animations. I wouldn't bet money on it, but I 'think' it might be possible to get the sounds back if the notetrack could somehow be added to these files. Apparently other versions of Unreal could do this in the animation browser, but I guess T3Ed lacks this ability. Any of our coders interested in making a notetrack utility. ;)
The schemas for all the crouching steps still exist, I'm pretty sure they are in my rebuilt schemametafiles for T3EnhancED.
nhivanye on 19/3/2006 at 12:37
None of these animations are mentioned in T3PlayerAnims.ini which is the file read by the T3Main executable. This translates between the engine motion names (eg LadderOffLeft) and the animation to be played (eg GAR_UA_MOV_ladder_off_LFT).
If an animation is referenced in this file it's never used by the engine.
Dark Arrow on 19/3/2006 at 17:45
Quote:
Apparently other versions of Unreal could do this in the animation browser, but I guess T3Ed lacks this ability. Any of our coders interested in making a notetrack utility.
How exactly could other versions of Unreal do it? I have Unreal2 and UT2004. I took a quick look at them, but I didn't see see anything related to sounds. Perhaps I wasn't looking hard enough.
New Horizon on 19/3/2006 at 18:03
Quote Posted by Dark Arrow
How exactly could other versions of Unreal do it? I have Unreal2 and UT2004. I took a quick look at them, but I didn't see see anything related to sounds. Perhaps I wasn't looking hard enough.
Check out that link that ascottk posted, it has instructions. I'm pretty sure it's in unreal ED that they're talking about these things.
ascottk on 19/3/2006 at 18:21
Quote Posted by New Horizon
Apparently other versions of Unreal could do this in the animation browser, but I guess T3Ed lacks this ability.
Actually I think that's unreal script used to add stuff to animations when importing to unrealed.
New Horizon on 19/3/2006 at 19:25
Are we talking about the "Add Notify" section, on the page you posted?
Quote:
Adding a notify
This is a relatively painless process; just go into the AnimationBrowser and select your mesh, and then the sequence you want to add a notify to. You’ll see a box appear on the right panel of the browser window. It should say Animation. LOD, Mesh, Redigest, and Skin. Above that is a list of tabs, click on Notify. The item list should now just say Notify. If you click add and then new (not the button, just the text) you should be able to drop down a list of notify types you want to insert. You may have to adjust the box’s size to fully see this. Once you have added your new notify type, then you need to type in the frame it should occur one (Note:. This is now displayed in frame numbers instead of time).
The major limitation with animation notifies is that you can not add two notifies at the same time. You should also never put a notify on the very last frame because this will interfere with the AnimEnd event. You can put notifies very very close to each other if you want then to occur at the "same" time. For example, one notify can be at frame 20.0 and the next one can be at frame 20.001. These two notifies will almost always be executed in the same tick but you can not guaranty it. If you must have two things happen at the same time, use an AnimNotify_Script and write a function to do what you want. One more thing to watch out for is that the engine can only execute four animation notifies in a single tick. If there are still more to process, they will be processed the next tick. Once again, if you are really packing in many many notifies, you should probably just write a function and use AnimNotify_Script .
ascottk on 19/3/2006 at 22:39
The notetrack is a 3ds max attribute! I exported the skeletal mesh (sorry I forget which format I used) from milkshape, then imported to 3ds max. The skeleton works & the animation works (yippee!) & I added a couple of notes to the animation & it shows up in the skeleton browser! Now I have to figure out how the notes work . . .
Here's a helpful URL:
(
http://nebuladevice.cubik.org/documentation/nmaxtoolbox/group__NMaxHowtoCharacters.html)
I'll upload the 3ds max file later containing Garrett's skeleton (that's all you need for animations).
New Horizon on 19/3/2006 at 23:19
Are the sounds working too? :) That would be great!
ascottk on 19/3/2006 at 23:38
Quote Posted by New Horizon
Are the sounds working too? :) That would be great!
First I have to figure out how the note tracks work in 3ds max :sweat:
* First you select the bone you want the sound to come from
* add a note track
* add a note
* edit the note
[INDENT]* [command], what to use for the command[/INDENT]
* digest animation
* use actorx animation manager & export animation
I'm trying to figure out what characters separate the command from the object used:
playsound|walk almost works . . .
but it could be anything ike:
"playsound"|&walk
{playsound}\walk?
I have no idea so I'm playing around
EDIT: actually it's
[footstep] walk/run, whatever in t3ed skeletal browser for footstep sounds.