| 05-10-2004, 09:24 AM | #1 |
Would anyone who knows a good deal about animations, specifically rotational animations, mind writing up a tutorial explaining the differences between the types and how to modify them? I have no idea what the difference between, say, a Bezier rotation and a Hermite rotation is, or what exactly the InTan and OutTan do to modify the animation. Help would be most appreciated. |
| 05-16-2004, 12:54 PM | #2 |
Anyone? Anyone at all? |
| 05-18-2004, 08:20 PM | #3 |
Could someone at least tell me how to increase the rotation's height by a certain number? All I need to know is how to do that so I can make a proper item pickup. |
| 05-18-2004, 08:37 PM | #4 |
HOLY SH*T! NO F*CKIN NEED TO F*CKIN TRIPLE SPAM SO PPL CAN GET YOUR F*CKIN ATTENTION... sry, this just really makes me angry, if you're really that desperate, go pm someone who knows this... |
| 05-18-2004, 09:51 PM | #5 |
You know what makes me angry? People who don't bother to take the time to write in proper english. I doubt anyone's trying to get my attention with my own post (Confused? Read your post again. Still confused? Learn to use proper english grammar.) and your over-use of expletives displays a distinct lack of thought in your response. My "spam" had an actual use, what you're doing is essentially trolling. Anyway... forget it. I learned a way to do it on my own, no thanks to anyone else. |
| 05-19-2004, 01:59 AM | #6 |
You learnt how to do it? Could you then please post the method here, so people looking for it will find the answer without having to ask in a new thread. Thanks! [And, ... I know it's none of my business, but please could you both be more patient before you begin slaughtering each other. I know it's sometimes hard, but these days I think people get angry a little too fast on the forums, so if everybody could just try not to begin any quarrel or to answer agressively to one's attacks, maybe the ambiance would be better. (I'm not a born English speaker, so there might be grammar mistakes here too, you are free to criticize me but then please explain what's wrong and how I could improve. Thanks!)] |
| 05-19-2004, 02:39 AM | #7 |
Since you were polite I'll gladly share my method, but I'll warn you - it's a little rough (since I am, admittedly, a newbie when it comes to this stuff). Basically, you open the mdl you want to use as your item model, copy from Geosets to the end of Faces, paste that over the old item model's same areas, scroll all the way down and set the Particle Emitters' parent to the Bone_ROTATE, then modify the bezier rotation accordingly. I deleted the linear rotation. I don't know how to change that or if it has any noticable effect on the animation, but it looks just fine without it. Anyway, to modify the Bezier rotation just go to the third value (the Z value) and add X to each number, where X is the height you want to add to the rotation. Make sure you do this to the InTan and the OutTan as well (This is what was giving me trouble. It would bounce up and down between keyframes because the values were drastically different). Save, convert and then check it out in-game in the WE. WC3Viewer doesn't give an accurate view of these animations. Note that the model will appear too low until it is actually being animated in-game. So.. yeah... that's my very rough way of making a new item model in EditPlus (my text editor of choice for these sort of things) and changing the animation height on that item model. By the way, your english is better than most native english speakers online, Armel. |
| 05-19-2004, 02:44 AM | #8 |
Thanks for the explainations. |
| 05-19-2004, 09:19 AM | #9 |
It looks like you have this pretty much figured out, but here is some clarification if you want it... The Bezier/Hermite/Linear rotations come from 3ds max. There is a graph representation of the movements, with those three as the main entry/exit methods for keyframes. Here is a picture representing it. I'm not sure about the third type, and I don't remember if the blue is bezier or hermite (it's whichever with InTan and OutTan, though). The dark blue lines are called the tangents. They influence how it enters/exits the keyframe. The rotation sort of follows its general direction as it nears it. |
| 05-19-2004, 10:11 AM | #10 |
So the tangents would indicate the position of a bone at the beginning and the end of an animation, and the reds would show one way to go from the first position to the second (rotation orthogonal to the bone's extreme directions) and the blues the other way (rotation paralelle to the bone's extreme directions), is that it ? |
| 05-19-2004, 06:20 PM | #11 |
Ah, so similar to the way a bezier curve works in a graphics program, the bezier curves smooth the paths defined by the InTan and OutTan. Now I understand a bit better, thanks! |
| 05-19-2004, 07:02 PM | #12 |
You're welcome, Shiv. Armel, I'm not sure exactly what you're saying, but I drew another picture to try to clarify. In this one, the tangents are set up strangely so it affects the rotation more. The tangent lines just point the angle in a new direction of movement. |
| 05-20-2004, 01:55 AM | #13 |
Thanks. Sorry for asking newb questions, but what do InTan and OutTan mean ? |
| 05-20-2004, 09:22 AM | #14 |
They are those darker lines. Edit: I deleted those beginnings of flaming before that gets any worse. |
| 05-22-2004, 07:43 AM | #15 | |
Quote:
Tsk, tsk, Aznwhore, such language. I do believe someone has trouble expressing their thoughts in an intelligent fashion... If you don't have the balls to insult me like that in public then either don't give me negative reputation points or avoid commenting altogether. |
