Staredit Network > Forums > SC2 Assistance > Topic: Playing Specific Animations
Playing Specific Animations
Jan 1 2011, 3:53 pm
By: LoveLess  

Jan 1 2011, 3:53 pm LoveLess Post #1

Let me show you how to hump without making love.

I have noticed that there are very detailed animations in the Previewer, but how do I access these through triggers? They are EXTREMELY limited in selection. Any help in this endeavor is appreciated. Includes workarounds please.

I just want to play the transition from one animation to the next, there are plenty of unused animations that could be linked together to make very nice, custom animations... But there doesn't seem to be an apparent option to do this in the trigger editor.

Post has been edited 1 time(s), last time on Jan 1 2011, 4:01 pm by LoveLess.



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Jan 1 2011, 4:04 pm aalleecc248 Post #2



There is a section entirely made for Animation in the triggers. It is at the top of the list when you create a new trigger action. The action you want in this section would be Play Animation and then select your animation and your target unit to play that animation. The options are optional though.



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Jan 1 2011, 4:16 pm LoveLess Post #3

Let me show you how to hump without making love.

Quote from aalleecc248
There is a section entirely made for Animation in the triggers. It is at the top of the list when you create a new trigger action. The action you want in this section would be Play Animation and then select your animation and your target unit to play that animation. The options are optional though.
I am looking at that and there doesn't seem to be a way to pull up specific animations. Not to mention some are cryptic as hell. Such as, how do I make a unit play the animation from coming out of a dropship? I can see the animation in the preview, now I want to play that animation. Or say, play that animation backwards. I believe it is possible, seeing as there has been maps that used animations in reverse for spells and such.



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Jan 1 2011, 4:44 pm aalleecc248 Post #4



1.) The dropship animation would be Unload for a Marine. To get him in the air, then dropping, try this trigger:
Visibility - Create a visibility revealer for player 1 within (Entire map)
General - Wait 5.0 Game Time seconds
Animation - Play Unload animation for (Actor for Marine [126.86, 127.14]) as Default, using Play Forever options and Default Time blend time
General - Wait 5.0 Game Time seconds
Animation - Clear the Default animation for (Actor for Marine [126.86, 127.14])
Animation - Play Unload animation for (Actor for Marine [126.86, 127.14]) as Default, using Full Match options and Default Time blend time


2.) I think you would have to do some model editing for a backwards animation. Unless there is a trigger for it, I'll dig around some more.



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Jan 2 2011, 3:09 pm LoveLess Post #5

Let me show you how to hump without making love.

Alright! Aside from reversing animations, I learned everything I needed. Appreciate the help Alec.

Post has been edited 2 time(s), last time on Jan 2 2011, 3:34 pm by LoveLess.



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Jan 2 2011, 3:47 pm aalleecc248 Post #6



Glad to be of assistance.

I tried digging into the "reverse animations" in the triggers, and tried the Options in the Play Animation action, but they don't seem to do anything relating to that. I can only think of model editing for this sort of goal.



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Jan 2 2011, 3:59 pm NicholasBeige Post #7



Quote from aalleecc248
Glad to be of assistance.

I tried digging into the "reverse animations" in the triggers, and tried the Options in the Play Animation action, but they don't seem to do anything relating to that. I can only think of model editing for this sort of goal.

Correct.

Each .m3 file has a list of associated .m3sequences with it. These sequences are what you see like:
Attack
Attack_Superior (attacking air or to a higher cliff level)
Burrow
Unburrow
Walk_A
Walk_B
Walk_C
Walk_...
Walk_...
Walk_M
Walk

Etc... They are just animations which have been created in a 3D software suite (blender/3dsmax) and therefore you will most likely (read: definitely) be unable to edit them through the galaxy editor. As for playing the animation backwards, impossible - since the animation is saved linearly for each model already, so, for the Marine example, Walk is a continuous loop of Walk_A, B, C etc.. The Attack animation is as you see in game, the Marine stands still, raises his gauss rifle, fires and 'shakes' his upper body to simulate the recoil of a weapon.

So, yeah, you needs modelz0r skills to mess around with the animations. Since they are pre-created for each individual model already.

Edit: Sure, you can adjust the speed at which an animation is played back, or the blend times etc... But you can't do very much else.



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Jan 2 2011, 4:13 pm Ahli Post #8

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Existing Reverse Animations are made with somehow setting the animation offset for the animation play and decreasing the offset each loop in the trigger.




Jan 2 2011, 8:13 pm payne Post #9

:payne:

Not sure if this is relevant:
Quote from (Not">http://www.galaxywiki.net/index.php?title=Third_Person_Camera#WASD_Triggers](Not Author)Addendum: Easy to use animations include: "Left" Animation for turning left "Right" Animation for turning right and "Right" or "Left" can be used for emulating a backwards walk There may be a way to combine multiple animations and combining "Left" and "Right" animations would be a pretty good animation for walking backwards. My scope on this field is somewhat limited but I figured this may push people in the right direction of "realistic" animations.




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Jan 3 2011, 12:22 pm LoveLess Post #10

Let me show you how to hump without making love.

Alright, half of the time, animations are not working. I have several commands and triggers that alter animations, but none of them overlap and I set them to uncommandable for the changing duration to make sure you dont fuck it up. I believe it is the animations at fault, yet I am pretty sure that the commands to play and clear animations are correct. The names of the commands are as well.

If anyone is wondering, this is just a side project I work on here and there, so don't think I have given up on my other projects.

Attachments:
Bright Shadows.SC2Map
Hits: 7 Size: 1807.06kb



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Jan 4 2011, 8:47 pm aalleecc248 Post #11



In the attached file, there are a couple of triggers that are incomplete. Those have a red diamond on them, and might be the cause of it.

Otherwise it might be the trigger at fault. Sometimes in my experiences in map making, I have the trigger set-up perfectly. But it doesn't run unless I make a new trigger with the same stuff inside it.

Or the model doesn't contain those animations. This would be the problem if nothing happens at a certain moment.



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Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
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Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
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Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
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Oh_Man -- definitely EUD
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