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Stand animation speed

11-25-2004, 04:01 PM#1
th15
Hi, I've done some basic .mdl editing before but I can't claim to understand all that goes on in .mdl files. Can anyone here tell me if it's possible to change the speed of a stand animation by editing the .mdl file?

Is it as simple as changing a few keyframe numbers? If so, could anyone point me to which part of the .mdl file I should be hacking apart?
11-25-2004, 10:37 PM#2
Oinkerwinkle
It's a matter of changing the frame of the keys that are part of your animation. In each bone, you'll see a long list of rotation, translation, and/or scaling keys. For the ones that are within the animation bounds as defined by the sequences section, make their distance from the first frame of that animation be .8 (or whatever) of what it was before.
11-25-2004, 10:54 PM#3
Armel
I thought there was some other way, like movement speed or something. Make a search on the forums, it should be explained somewhere.
11-26-2004, 12:56 AM#4
BlinkBoy
Quote:
Originally Posted by Armel
I thought there was some other way, like movement speed or something. Make a search on the forums, it should be explained somewhere.
movement speed is to define the movement of the model in the game, not the movement of anims per second (also known as frames).

but by the way, you can modify this in WE
11-26-2004, 01:08 AM#5
Oinkerwinkle
I know there's a field to modify how fast the walk goes, didn't know about stand.
11-26-2004, 01:25 AM#6
BlinkBoy
Quote:
Originally Posted by Oinkerwinkle
I know there's a field to modify how fast the walk goes, didn't know about stand.

stand?, i was talking about movement speeds for walk, but i don't think it can be used in stand.
11-26-2004, 02:44 AM#7
th15
There's fields in the object edtior that allow you to scale the walking animation of a unit faster or slower. It's there so that you can easily match the animation of fast moving objects to the model (incidentally, speed buffs automatically increase this animation speed). Unfortunately there's no such field for the stand animation.

Thanks for your help oinker, i'll go twiddle with those and see what I can do.

Edit: Woot I did it, thanks for your help oinker!
11-26-2004, 03:34 AM#8
Oinkerwinkle
Yay, glad you got it. You're welcome.
11-26-2004, 08:19 AM#9
Armel
Oops, I too thought he meant walk and not stand.
11-26-2004, 02:17 PM#10
th15
Hmm something odd here. The model i'm trying to edit in the "earth" model that available in the file section here. This is the bit that I've been editing:
Code:
Bone "Sfera01" {
	ObjectId 0,
	GeosetId 0,
	GeosetAnimId None,
	Rotation 71 {
		Linear,
		0: { 0, 0, 0, 1 },
		2300: { 0, 0, -0.5, 0.991445 },
		3333: { 0, 0, -0.130527, 0.991445 },
	}

Now, the stand animation runs from frame 0-2300. Setting that 3rd number of the 2300 frame to-0.5 only makes the planet rotate about 15 degrees. I tried setting it to -0.75 and -1 but when I did that, the model broke (nothing would appear in-game). Any idea if it's possible to get the planet to rotate one smooth rotation?

I don't really really need it at this point, I could easily freeze it and it wouldn't look overly bad, but it still would be nice to have properly rotating heavenly bodies.
11-26-2004, 03:25 PM#11
Oinkerwinkle
Warcarft's rotation keys use quaternions, which aren't quite so simple to change. You can use the attached program to get the keys so that the planet rotates, though. Remember that you can't go more than 90 degrees between adjacent keys.
11-26-2004, 04:11 PM#12
th15
Well, DAMN! You know too damn much Oinker :)

I used that utility to get the values I needed to get the spin right and added 3 more frames so that I could keyframe each 90 degrees.

Then the planet rotated too quickly so I increased the keyframe numbers to go up to 8300 and it works perfectly now.

Thanks for all your help Oinker :) With you around, who needs 3dsmax :)
11-27-2004, 09:18 PM#13
Armel
Oinker, I suggest you'd also add an utility converting from quaternion to euler. That way, one could pick a quaternion, convert it to euler, edit it and reconvert it to quaternion. That would help people to fix small rotation bugs.
11-28-2004, 02:48 AM#14
Oinkerwinkle
Here you go.
11-28-2004, 09:49 PM#15
Armel
Arigato Oinkerwinkle san!