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Improve barrel animation #1875

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wzdev-ci opened this issue May 24, 2010 · 15 comments
Open

Improve barrel animation #1875

wzdev-ci opened this issue May 24, 2010 · 15 comments

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keyword_barrel_animation type_to-do (no feature requests!) | by MaNGusT


animate only 1st mesh in a barrel model


Issue migrated from trac:1875 at 2022-04-15 21:58:45 -0700

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MaNGusT uploaded file lcan_test.wz (31.6 KiB)

simple mod with light cannon model for testing(for v2.3.0)

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Per commented


Another option is to add a new directive in the PIE file to add type flags for each mesh (eg LEVELTYPE), and add a flag to indicate that a mesh should not animate.

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MaNGusT commented


also, as you can see by testing this mod - the 2nd mesh in the barrel model is invisible(mb isn't rendered)

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wzdev-ci commented May 24, 2010

MaNGusT commented


Replying to Warzone2100/old-trac-import#1875 (comment:1):

Another option is to add a new directive in the PIE file to add type flags for each mesh (eg LEVELTYPE), and add a flag to indicate that a mesh should not animate.
yes but turret models have 2 kinds of animation - recoil and "z" rotating.
... barrel models have 2 kinds of animation too - recoil and "x" rotating up and down.

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wzdev-ci commented Jan 3, 2012

cybersphinx changed milestone from 3.0 to unspecified

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wzdev-ci commented Jan 3, 2012

cybersphinx commented


Milestone 3.0 deleted

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vexed commented


Is this still a issue ?

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MaNGusT changed _comment0 which not transferred by tractive

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MaNGusT changed _comment1 which not transferred by tractive

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MaNGusT changed _comment5 which not transferred by tractive

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MaNGusT changed _comment2 which not transferred by tractive

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MaNGusT commented


of course yes. It needs a full rework of the turret/barrel animation.

should be fixed:
1)only the 1st level of the "gn" model is visible in game.

2)animation of it is hardcoded. At 1st it could be splatted between 2 levels of the "gn" model, 2nd level(i.e. barrel's holder) would have only x-rotating animation, 1st level(i.e. barrel) would have also recoil animation.

Another option is to merge turret and gn models into one model: 1st level - turret,2nd - barrel, 3rd - barrel's holder; If there is no 3rd level in model then apply 3rd level's animation to 2nd one.

EDIT:
also we need a special connector or directive for each model where we could specify the center of a model(in 3d editor it's called Pivot Point). Currently it calculates somewhere in the code. it needs for proper x-rotation of gn models.

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MaNGusT changed _comment3 which not transferred by tractive

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MaNGusT changed _comment4 which not transferred by tractive

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wzdev-ci commented Jan 3, 2015

MaNGusT commented


I just want to reformulate what I wrote above to make it clear. At first glance it sounds not that hard to do, but could add a bit more eye-candy to battles. So here it is:
If a gn.pie has more than 1 level, then use barrel's recoil animation only for 1st level.*

So, it'll allow us to split gn* models at least into 2 meshes - the barrel itself and a barrel's holder.

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