• Animation Suite
    325 replies, posted
  • Avatar of Hxrmn
  • It's basically a tool that lets you animate props and rag-dolls in garrysmod via key-frames. [highlight][b]***************CONTEST***************[/b][/highlight] [b]Post an awesome video[/b] [b]showing off the awesomeness of the[/b] [b]beta2 Animation suite[/b] [b]if it is good enough you will[/b] [b]will receive the following:[/b] [b]-A batch of cookies[/b] [b]-A spot in the credits[/b] [b]-Video feature on first post[/b] [highlight][b]*************************************[/b][/highlight] :siren:[highlight][b][u]SECOND PUBLIC BETA:[/u][/b][/highlight]:siren: It's probably best if you delete your Beta1 content before installing beta2 which is now an addon. [b]Small Beta Fix:[/b] [url=http://www.garrysmod.org/downloads/?a=view&id=31995][img]http://www.garrysmod.org/img/?t=dll&id=31995[/img][/url] Replace beta2 with this. Fixed the ragdolls not parsing bug (re-download if you have not already): [url=http://www.garrysmod.org/downloads/?a=view&id=24835][img]http://www.garrysmod.org/img/?t=dll&id=24835[/img][/url] Beta1 [url=http://www.garrysmod.org/downloads/?a=view&id=21203][img]http://www.garrysmod.org/img/?t=dll&id=21203[/img][/url] This is a beta, not the final release, it has bugs. [b]PUHLEEEEEZE[/b] Read the file that says "READ_FIRST.txt" it'll save you a-lot of guess work. [b]Here's a video[/b] (you knew you were getting one): [media]http://www.youtube.com/watch?v=ci6fUYfaHQs[/media] [b]Update Video:[/b] Notes: -Yes there are bugs in the GUI -Yes I know the animation isn't flawless yet -It's not finished :P [media]http://www.youtube.com/watch?v=-LyPmMpUTd8[/media] [b]Second Beta Has:[/b] -Timeline Scrollbar -Record Timer -Toolmode -Improved Code -Material Change Animating [b]First Beta Has:[/b] -Animation! (Props + Ragdolls) -Start/Stop/Record buttons -Frame By Frame -Gui Implementation -Frame Selection (Go back and edit mistakes) -Multiple Tracks [b]First Beta Doesn't Have (but release will):[/b] -Tweening -Ghosting -FrameRate Controls -Numpad Integration -ToolMode [highlight][b](Added as of beta2)[/b][/highlight] -And Much Much More. [b]Problems (gonna fix):[/b] -Doesn't work in gmod11 [highlight][b](FIXED IN AS_Beta2_fix.zip)[/b][/highlight] -Can not record multiple tracks in one go [highlight][b](FIXED IN AS_Beta2_fix.zip)[/b][/highlight] -Overrides Scoreboard [highlight][b](FIXED)[/b][/highlight] -Random Crash (Pretty Rare) -Tracks Stick [b]Unless you delete tracks before entities.[/b] [highlight][b](FIXED IN AS_Beta2_fix.zip)[/b][/highlight] -Doesn't work in multi-player. (poor include order, me fix soon) -Frame-GUI only appears on the first track. [highlight][b](FIXED)[/b][/highlight] -Frames extend off panel (Gonna add a scrollbar very soon) [highlight][b](FIXED)[/b][/highlight] -Random Floatyness after a lengthend time of editing.[b](FIXED?)[/b] -Welds don't work?[highlight][b](FIXED)[/b][/highlight]
  • Avatar of Zess-
  • This is the next Wiremod. Seriously. This could be insanely popular.
  • Avatar of Omnimmotus
  • Dude... you are my god. Why didn't you ask me to help test this thing? This thing looks :krad:. You planning on making things smoother for better ragdoll animations? Also, I gotta warn you that you're gonna get people wanting eye, face, and finger posing to work with it, and some people wanting to be able to save these, embed them in maps, or trigger it by keypad or wire. This is gonna be sweet, because this will make machinima much easier and allow animated poses of a sort. To bring this to its best, you'll need a timeline to put the keyframes on to allow more specific timing, and the ability to control the time flow per prop, meaning that different keyframes for different props would run at different times. For now though, just get this thing working! I can't wait for this, even in its current state. (Oh, and you might want to consider an origin sent which can be placed to run an animation from. That way you could run an animation connected to a moving construction, like a vehicle. This could allow for ghetto rigging claws to grip things, better robotics, and all different kinds of things. Screw it, just talk to me on friends. I got all different kinds of ideas for this. (And if you want any art, I'm your man. :))
  • Avatar of Dunk
  • There was a request for something like this which I followed but it never really got noticed so I thought it not worth the effort. The request was more for a "flick book" style tool for helping people make ragdoll animations with keyframes and animating between them. Probably the main difference was a suggestion to show the previous frame as a "ghost", similar to the onion skinning in flash, or the effect you get when looking at the previous page through the paper of a flick book. I can seriously imagine this being a feature worth adding to this, as it would help people produce smoother ragdoll animations (and would be a whole lot easier than adding interpolation). If not, I'll just add it myself when (if?) this gets released.
  • Avatar of PieClock
  • [b]FUCKING AWESOME[/b] By the way. Heres a question you should put in the Faq. [b]How many frames per second does it go, or is it changable?[/b]
  • Avatar of Hxrmn
  • [QUOTE=Omnimmotus]...You planning on making things smoother for better ragdoll animations? Also, I gotta warn you that you're gonna get people wanting eye, face, and finger posing to work with it, and some people wanting to be able to save these, embed them in maps, or trigger it by keypad or wire...[/QUOTE] I'm putting in a flexible framework for adding parameters like finger-posing, eye/facial animation and all that stuff. And yes, I plan to add save+load capabilities. I don't know about wire/embedding. We'll see ;) Plus I plan on adding a tween system to make animation smoother.
  • Avatar of PieClock
  • [QUOTE=Hxrmn] Plus I plan on adding a tween system to make animation smoother.[/QUOTE] That your be awesome on ragdolls, lets just say 3d stick pivot! :4chan:
  • Avatar of Drenkarr
  • When you were hit by the blue barrel in the movie, did the barrel change any direction when colliding with you? or did it keep going and ignore you? ether way it would create some very cool uses [b]Edit:[/b] I also noticed you typing into the console, are you eventually going to make it a stool or stools?
  • Avatar of Termy58
  • Seems pretty easy (save as duplicator or save poses, and facial, and fingers) and place at position. But I'm surprised no one has done it yet.
  • Avatar of Elspin
  • [QUOTE=Sodisna]Awesome. Oh, I hit "unfriendly" by mistake.[/QUOTE] You can fix it by refreshing the page and checking a different one - it'll change the rating.
  • Avatar of Gmod4ever
  • Man. I should've acted on this when I got the idea about 2 months ago. I wouldn't expect it to be so popular. :(
  • Avatar of Omnimmotus
  • Just tested this with Hx. It was so much fun. Can't wait to see what this turns into. It's fun enough as is, I can't even imagine how much it'll be when its got all the nifty features.
  • Avatar of X-Neon
  • How about instead of animating on the spot, you put something in position for frame 1 and save it, then put it in a sligtly different position for frame 2 and save, etc.
  • Avatar of hoobo
  • It looks that you're 'animating' the prop and ragdoll with :SetPos, it would be much more realistic if you would do it with :SetVelocity. Or better, PhysObj:SetVelocity() :keke:. It would be alot smoother with that :)
  • Avatar of TheTiger
  • this is awesome for making movie's if you don't know how to animate with faceposer
  • Avatar of Dragonsdoom
  • I looked at those barrels and immediately thought of a wire controlled animated soundgraph. That could be a awesome setup.
  • Avatar of SexCave
  • I'd like to see ghosting implemented, that would be cool. And the option to pick how many frames are generated would be cool... So in SP you could make more intricate animations.
  • Avatar of Barri167
  • This is pretty awesome. Can't wait. :) [QUOTE=Zess-]This is the next Wiremod. Seriously. This could be insanely popular.[/QUOTE] Seriously, saying that's like saying this pomegranate is the next potato, it just makes no sense at all.
  • Avatar of Hxrmn
  • Good Morning. [QUOTE=SexCave]I'd like to see ghosting implemented, that would be cool. And the option to pick how many frames are generated would be cool... So in SP you could make more intricate animations.[/QUOTE] Yes I plan to implement ghosting. I also will have better frame control in the release when I finish my awesome GUI. [QUOTE=X-Neon]How about instead of animating on the spot, you put something in position for frame 1 and save it, then put it in a sligtly different position for frame 2 and save, etc.[/QUOTE] There are 2 ways to animate: -Frame By Frame -Recording [QUOTE=hoobo]It looks that you're 'animating' the prop and ragdoll with :SetPos, it would be much more realistic if you would do it with :SetVelocity. Or better, PhysObj:SetVelocity() :keke:. It would be alot smoother with that :)[/QUOTE] I'm already doing it with PhysObj:SetVelocity. I just didn't use alot of frames in my examples. I do plan to improve this even more by adding tweening where you can put gaps between keyframes and the engine will insert frames for you, completing the gaps, resulting in better animation.