Improve barrel animation #1875
Comments
MaNGusT uploaded file simple mod with light cannon model for testing(for v2.3.0) |
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. |
MaNGusT commented also, as you can see by testing this mod - the 2nd mesh in the barrel model is invisible(mb isn't rendered) |
MaNGusT commented Replying to Warzone2100/old-trac-import#1875 (comment:1):
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cybersphinx changed milestone from |
cybersphinx commented Milestone 3.0 deleted |
vexed commented Is this still a issue ? |
MaNGusT changed _comment0 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: 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: |
MaNGusT changed _comment3 which not transferred by tractive |
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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: So, it'll allow us to split gn* models at least into 2 meshes - the barrel itself and a barrel's holder. |
keyword_barrel_animation
type_to-do (no feature requests!)
| by MaNGusTanimate only 1st mesh in a barrel model
Issue migrated from trac:1875 at 2022-04-15 21:58:45 -0700
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