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Increasing Animation Speed

02-09-2009, 09:31 PM#1
paulH
I have had a look around for an answer to this, but I noticed none at all. Pretty much, I am busy editting the Faerie Fire buff model, and am looking for a way of causing the butterflies in it to move in their circle even swifter than they currently do. Any hints or explanations for how this would be done would be wonderful.

Edit: Forgot to mention, the tools I am using are notepad, magos, and oinkerwinkles tools.
02-10-2009, 07:24 AM#2
xXm0rpH3usXx
i gues you could make the buff model a unit and give it no pathing and this one Ability kwhere you cant click the unit anymore (from some undead hero, i dunno anymore).
And then you could change the animation speed via trigger
02-10-2009, 09:04 AM#3
Rao Dao Zao
I think the answer you're looking for is Oinkerwinkle's "Key Redistributor".

Put all the animation keys for the circling sequence for whichever bone controls the circling in the top part of the window, set the interval there to what it is for those keys. Set the interval for the output to be, say, half that, and keep that output safe.

Then change the output interval to after that previous section; that is, the end frame you chose plus a little bit and the real end of the sequence. Paste this after the section you previously redistributed, and you should have a sequence that repeats twice as fast. Paste back into the original bone and hope for the best.

Key Redistributer is pretty specialist, so I'll understand if you're a bit hazy on the details. I'm on at university right now, so I can't haul out the buff and have a go myself. So, be warned: the above is all theoretical.
02-10-2009, 04:42 PM#4
paulH
xXm0rph3usXx, I am making the Faerie Fire model into an actual unit model, a worker to be precise, with other alterations, so requires new animations. This speeding up of an animation is for the Stand Work animation (based on Stand).

And I have been looking through the mdl file, RDZ, and unfortunately there are one hell of alot of bones and so far my editting of them has been pretty fruitless and a tad confusing (though I've grasped Key Redistributer fine). I'm confused mainly by the fact that there seem to be no bones with intervals which relate to the Stand animation except for a couple. But they do not have enough intervals to work (a total of 1 during the Stand Anim). An example of what I find confusing is:

Quote:
Bone "Plane06" {
ObjectId 2,
Parent 0,
Billboarded,
GeosetId 1,
GeosetAnimId 1,
Scaling 4 {
Hermite,
GlobalSeqId 2,
0: { 1.000000, 1.000000, 1.000000 },
InTan { 0.000000, 0.000000, 0.000000 },
OutTan { -0.665242, -0.665240, -0.665244 },
167: { 0.568182, 0.568180, 0.568184 },
InTan { 0.035031, 0.035030, 0.035031 },
OutTan { 0.021018, 0.021018, 0.021018 },
267: { 1.056050, 1.056050, 1.056050 },
InTan { 0.185065, 0.185064, 0.185065 },
OutTan { 0.246753, 0.246752, 0.246754 },
400: { 1.000000, 1.000000, 1.000000 },
InTan { -0.207450, -0.207449, -0.207450 },
OutTan { 0.000000, 0.000000, 0.000000 },
}
}

The interval numbers do not even reach past the birth animation. And it is like this for almost all of them.
02-10-2009, 04:57 PM#5
Rao Dao Zao
Ah, yes, it works on GlobalSequences. That actually makes your life a lot easier.

A GlobalSequence makes the animation of that bone run independently from the actual animation timeline; while the game switches between Stand, Walk, Attack, the GlobalSequenced area is untouched and continues to loop on its own.

So what you want to do is key redistribute the offending bone(s) down to half the length or whatever, and then modify the length of the corresponding GlobalSequence to match.

To find out which bone you want... Use Magos' Node Manager. The one at the bottom of the heirarchy, but with millions of children, should be the one you're looking for (check that it has rotations to be sure).
02-10-2009, 08:35 PM#6
paulH
I've given it a try, and am sadly getting nowhere. I think I will abandon the idea of a fast circling stand work animation. Thank you for the help, however.