• Lua Animations API beta
    427 replies, posted
  • Avatar of amic
  • I got this bug too. I did NOT installed it as addon. I can see menu and all. I make new animation, 3rd type, i SELECT 1st frame, selet bone. Cahngeing sliders do no thing. Any ideas?
  • Avatar of Bletotum
  • [QUOTE=Amic;19008233]I got this bug too. I did NOT installed it as addon. I can see menu and all. I make new animation, 3rd type, i SELECT 1st frame, selet bone. Cahngeing sliders do no thing. Any ideas?[/QUOTE] The editor doesn't work. Another guy (Sorry I don't remember your name :C.) in the What Are You Working On thread, has a great video of a real one being made.
  • Avatar of Bletotum
  • Yeah. And I agree. Here's the video. [media]http://youtube.com/watch?v=ALANkReGfUE[/media]
  • Avatar of CapsAdmin
  • This doesn't seem to be checking for old "BuildBonePositions" functions. Could you make it do that? Check for old functions and run them together with the new function? This will make it so we can all use the function without someone overriding it completely.
  • Avatar of Deco Da Man
  • A work around like this will do: [lua] if ply.BuildBonePositions ~= PAC.BuildBonePositions then if ply.BuildBonePositions then local old_BuildBonePositions = ply.BuildBonePositions function ply:BuildBonePosition(...) PAC.BuildBonePositions(self) old_BuildBonePositions(self, ...) end else function ply:BuildBonePosition() PAC.BuildBonePositions(self) end end end [/lua] (for both Caps and the API)
  • Avatar of DarkSpider
  • I didn't really like the look of the other editor so I went ahead and made my own. I made it to work with my gamemode but if anyone wants it, let me know and I'll change some shit around to work on its own and upload it. Youtube is being shitty and might not show the video for a while since it was just uploaded. [media]http://www.youtube.com/watch?v=Hcneiy3mYwk[/media]
  • Avatar of haza55
  • [QUOTE=DarkSpider;19543807]I didn't really like the look of the other editor so I went ahead and made my own. I made it to work with my gamemode but if anyone wants it, let me know and I'll change some shit around to work on its own and upload it. Youtube is being shitty and might not show the video for a while since it was just uploaded. [media]http://www.youtube.com/watch?v=Hcneiy3mYwk[/media][/QUOTE] Nice, but mine has a better version of the animation api.
  • Avatar of CowThing
  • [QUOTE=DarkSpider;19543807]I didn't really like the look of the other editor so I went ahead and made my own. I made it to work with my gamemode but if anyone wants it, let me know and I'll change some shit around to work on its own and upload it. Youtube is being shitty and might not show the video for a while since it was just uploaded. [URL="http://www.facepunch.com/#"]View YouTUBE video[/URL] [URL="http://www.youtube.com/v/Hcneiy3mYwk&hl=en&rel=0&autoplay=1&fs=1&hd=1"][/URL] [URL]http://youtube.com/watch?v=Hcneiy3mYwk[/URL] [/QUOTE] Looks nice. Pretty map too.
  • Avatar of haza55
  • [QUOTE=DarkSpider;19544082]Meh, the released one seems to work good enough.[/QUOTE] Yeah thats what I thought originally, but the maths is all wrong.
  • Here's an updated version. This fixes an error where if you never gave a MU, RU, whatever (nil) then it would make an error (or not look right as the above poster says). This makes it default to 0. It also has a new feature where animations are capable of stopping or starting over a time frame instead of instantly stopping. This means that animations can blend. [url]http://heavy.noxiousnet.com/boneanimlib_v2.zip[/url] [QUOTE=haza55;19543977]Nice, but mine has a better version of the animation api.[/QUOTE] Good joke. [QUOTE=DarkSpider;19543807]let me know and I'll change some shit around to work on its own and upload it.[/QUOTE] Do that, I stopped working on one a while ago.
  • Avatar of haza55
  • [QUOTE=JetBoom;19757864]Here's an updated version. This fixes an error where if you never gave a MU, RU, whatever (nil) then it would make an error (or not look right as the above poster says). This makes it default to 0. It also has a new feature where animations are capable of stopping or starting over a time frame instead of instantly stopping. This means that animations can blend. [url]http://heavy.noxiousnet.com/boneanimlib_v2.zip[/url] Good joke. Do that, I stopped working on one a while ago.[/QUOTE] No seriously, all the values in MU MR etc are all relative to the last frame. In mine they are all absolute, so the animations all move to the right positions. ;)
  • Avatar of DarkSpider
  • It still works if you use relative positions, but yea that would be a nice change so you don't have to redo the entire FrameData table when you add a new frame into the middle.
  • Avatar of haza55
  • [QUOTE=DarkSpider;19773858]It still works if you use relative positions, but yea that would be a nice change so you don't have to redo the entire FrameData table when you add a new frame into the middle.[/QUOTE] I'll throw it up on svn later on tonight.
  • Avatar of hegrec
  • Here you go. Type "animate" in console to open it. Extract to garrysmod/lua/ [url=http://www.garrysmod.org/downloads/?a=view&id=89833][img]http://www.garrysmod.org/img/?t=dll&id=89833[/img][/url] I never got around to the 3D drag stuff because the bone position seems lost once SetBoneMatrix is applied to it, unless I am mistaken. Oh yea, I bundled the animation API with it for ease but if you want me to, I'll remove it. Let me know if it completely fucks up or something.
  • Avatar of lilezek
  • [QUOTE=hegrec;19913629]Here you go. Type "animate" in console to open it. Extract to garrysmod/lua/ [url=http://www.garrysmod.org/downloads/?a=view&id=89720][img]http://www.garrysmod.org/img/?t=dll&id=89720[/img][/url] [/QUOTE] HOLY SHIT!!!! Just one thing: make an option to change type. Imagine you mistake and you put TYPE_GESTURE instead TYPE_SEQUENCE and you want to change it. PD: Test this animation :P RestartFrame3Type2PrevFrameDataBoneInfoValveBiped.Bip01_R_ForearmRUMRMFMURRRFValveBiped.Bip01_R_UpperArmRUMRMFMURRRFValveBiped.Bip01_PelvisRUMRMFMURRRFValveBiped.Bip01_L_UpperArmRUMRMFMURRRFValveBiped.Bip01_L_ForearmRUMRMFMURRRFBoneInfoValveBiped.Bip01_R_ForearmRU87MRMFMURRRFValveBiped.Bip01_R_UpperArmRUMRMFMURRRFValveBiped.Bip01_PelvisRUMRMFMURRRFValveBiped.Bip01_L_UpperArmRUMRMFMURRRFValveBiped.Bip01_L_ForearmRUMRMFMURRRFBoneInfoValveBiped.Bip01_R_ForearmRU87MRMFMURRRFValveBiped.Bip01_R_UpperArmRUMRMFMURRRFValveBiped.Bip01_PelvisRUMRMFMURRRFValveBiped.Bip01_L_UpperArmRU-35MRMFMURRRF38ValveBiped.Bip01_L_ForearmRU18MRMFMURRRF-26BoneInfoValveBiped.Bip01_R_ForearmRU87MRMFMURRRFValveBiped.Bip01_R_UpperArmRUMRMFMURRRFValveBiped.Bip01_PelvisRUMRMFMURRRFValveBiped.Bip01_L_UpperArmRU-35MRMFMURRRF38ValveBiped.Bip01_L_ForearmRU51MRMFMURRRF-26FrameDataFrameRate1BoneInfoValveBiped.Bip01_R_ForearmRU87MRMFMURRRFValveBiped.Bip01_R_UpperArmRUMRMFMURRRFValveBiped.Bip01_PelvisRUMRMFMURRRFValveBiped.Bip01_L_UpperArmRUMRMFMURRRFValveBiped.Bip01_L_ForearmRUMRMFMURRRFFrameRate1BoneInfoValveBiped.Bip01_R_ForearmRUMRMFMURRRFValveBiped.Bip01_R_UpperArmRUMRMFMURRRFValveBiped.Bip01_PelvisRUMRMFMURRRFValveBiped.Bip01_L_UpperArmRU-35MRMFMURRRF38ValveBiped.Bip01_L_ForearmRU18MRMFMURRRF-26FrameRate10BoneInfoValveBiped.Bip01_R_ForearmRUMRMFMURRRFValveBiped.Bip01_R_UpperArmRUMRMFMURRRFValveBiped.Bip01_PelvisRUMRMFMURRRFValveBiped.Bip01_L_UpperArmRUMRMFMURRRFValveBiped.Bip01_L_ForearmRU33MRMFMURRRFFrameRate10BoneInfoValveBiped.Bip01_R_ForearmRUMRMFMURRRFValveBiped.Bip01_R_UpperArmRUMRMFMURRRFValveBiped.Bip01_PelvisRUMRMFMURRRFValveBiped.Bip01_L_UpperArmRUMRMFMURRRFValveBiped.Bip01_L_ForearmRU-33MRMFMURRRF
  • Avatar of hegrec
  • [QUOTE=lilezek;19916553]HOLY SHIT!!!! Just one thing: make an option to change type. Imagine you mistake and you put TYPE_GESTURE instead TYPE_SEQUENCE and you want to change it. PD: Test this animation :P big fail[/QUOTE] Why don't you try giving a link to the text file instead. It isn't going to work like that.
  • Can you put a button in to dump the current animation as a PrintTable? Also allow text entry in to the MU, RR, etc. so people can use decimals. Also, I'm trying to track down a bug where the arm screws up in multi-keyframed animations.
  • Avatar of McMissile
  • Maybe I'm missing something ridiculously obvious, but I'm having a bit of a problem. After I close off the editor, my animation stops - is there a way to make the animation continue outside the editor?