Misc. questions... Pahts, regions, physics on/off

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Re: Misc. questions... Pahts, regions, physics on/off

Postby Jojon » Sat Mar 07, 2009 2:39 am

Ok, 'thought I'd seek confirmation on one observation, before I go defiling the wiki...

It seems that animation names (in alcscript) are global. I had a handful of objects with individual animations, all named "drop". When played back, each animation played only the duration of the first one. Animations given unique names, things worked well.

So:

- Is this observation correct?
- Is this the intended MO?
- Does this in any way mirror plasma workings, or is it only a pyPRP thing?
- If the latter, will it remain as it is?

(I also don't seem to get quite identical animation in-game, to what's seen in Blender -- often there will be a little reverse motion of anticipation, at the beginning, whereas in Blender things begin to move right away. Maybe I should use more keys, with less stretched out curve handles, to tax the conversion less...)


(In case anybody is wondering; yes, I am late with the chainmail age thing -- with me, agemucking is 1% building and 99% expletive-riddled troubleshooting :)
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Re: Misc. questions... Pahts, regions, physics on/off

Postby D'Lanor » Sat Mar 07, 2009 8:18 am

My guess is that it is a PyPRP limitation. It probably needs unique names within the same logic modifier but I did not get far enough into the code to find any proof for that. However, using unique names is always a good thing. ;)
"It is in self-limitation that a master first shows himself." - Goethe
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Re: Misc. questions... Pahts, regions, physics on/off

Postby Jojon » Fri Mar 13, 2009 8:57 am

Yet another question...

Do we know the functions of the other flags (as in 'not mentioned in the wiki article') associated with the circle camera brain?

I would like the camera to travel along the perimeter of the circle, as opposed to its area, radial to the player, plus an optional axial/angular/radial offset -- it should also follow the avatar perpendicular to the the circle, making it more of a cylinder than a circle. In other words, I want the camera to track (looking towards or away from its centre) the player as (s)he walks around and up a tower. I have fiddled around a bit with the 'targetted' and 'hascenterobject' and so on flags, but have not been able to discern their significance -- also, judging by name, I assume we need an empty referenced somewhere.

There is also 'rails' mentioned somewhere. If we can place a camera on a dolly, that would be useful and might give me the same functionality I seek here...

So, does anybody know/guess anything? :7


Ah, a little rant, while I'm on about cameras anyway: I have noticed that in some ages, avatar camera panlimits have been zeroed. I'd like to beg those writers who do this (and happens to stumbe across this post) to reconsider, since I find it exceedingly annoying not to be able to look around at the surroundings they have created (Ooh, I'm going all Gehn here :9).


I believe I have figured out why my IPOs came out wrong, by the way, in case somebody run into the same problem: It would seem Blender's automatic clamping of curve handles is done on-the-fly, as the curve data is used by Blender -- their positions are still stored unclamped and it is this unclamped data that is used by pyPRP. So, if you too have problems with overshooting animation, although the IPO curves and animation looks fine in blender; try selecting your duckies in the IPO window and hit alt-H, to swich auto-clamping off - then the drawn curves should change, to show the previously unshown (pre-clamped) bumps and skids, that mysteriously appeared upon export.
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