Object animation's "saved" state

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Re: Object animation's "saved" state

Postby Nadnerb » Wed Jul 16, 2008 12:34 pm

It occurs to me that you didn't check if my (or hoikas') scripts affected the synchflags on the actual animation and responder objects. The only check was on the Sceneobject. Unfortunately, I don't think PRPTool will show you those. Perhaps someone could use pageexplorer on a responder and atcanim exported with the bogus/none scriptflags and see if the export doesn't override them. (which I suspect it does)

And Hoikas, I don't know what you're trying to do, but it sure doesn't make sense. He said exclude all worked well enough, but it was the opposite of the effect he really wanted. Telling him to just exclude some instead makes no sense, as it's more or less the same as what I suggested before. (not to mention I haven't a clue why you're going on about warping and safe points when he just wants to save the responder and animation state)

Edit: Nevermind, I get it, XRegion was just another "bogus" flag, only yours looked less bogus. Still, that leaves the question of why you were shocked when bob showed you that it set exactly the flags you told it to.

Edit2: Hoikas informs me that responders do always exclude their own state, and that changing this has never been tried (by us) and there are no examples of cyan doing this. Uncharted territory.
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Re: Object animation's "saved" state

Postby Tsar Hoikas » Wed Jul 16, 2008 12:40 pm

Nadnerb wrote:Edit: Nevermind, I get it, XRegion was just another "bogus" flag, only yours looked less bogus. Still, that leaves the question of why you were shocked when bob showed you that it set exactly the flags you told it to.


Because it didn't show the desired result.

(Heh, I've misspelled every word in this post according the firefox es dictionary)
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Re: Object animation's "saved" state

Postby boblishman » Thu Jul 17, 2008 7:09 am

sorry to "bump" again ... but can someone tell me how to save the animation and responder states to the SDL using python ... then I can use the excludeall flag and everything will be fine for multiplayer ...
when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: Object animation's "saved" state

Postby D'Lanor » Thu Jul 17, 2008 11:56 am

I guess nobody has done it yet. You could probably try using (or at least study) the xAgeSDL* Python files. Perhaps xAgeSDLBoolRespond or xAgeSDLBoolAndRespond. I don't know.

Once I figure something out I will turn it into an sdl quickscript (like I did with xRandomBoolChange and xAgeSDLIntActEnabler). Don't hold your breath though. That could be weeks/months ahead.
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Re: Object animation's "saved" state

Postby boblishman » Thu Jul 17, 2008 1:34 pm

thanks D´Lanor ... any help on this is appreciated.

I´m just a bit confused thought why no-one else seems "interested" in this "problem" ... after all, doesn't everyone who has object animations in their Age(s) - which I assume will be ALL Age creators eventually - want them to be saved/communicated correctly ? ... :?

(maybe I'm just obsessing ? ... :shock: )
when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: Object animation's "saved" state

Postby Tsar Hoikas » Thu Jul 17, 2008 4:02 pm

Most people probably don't understand what we're talking about :P
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Re: Object animation's "saved" state

Postby Nadnerb » Thu Jul 17, 2008 11:11 pm

All I can say is: Patience.

Other builders have had this stuff just as long as you have. Many may not have reached the stage (that you apparently have) where everything works perfectly during one link and are ready to think about persistence. Those that that have, and aren't asking for solutions (like you) are probably still working on making solutions, and therefore aren't talking about them yet, because they're not done.

As for me... for the moment I'm actually not interested. :P But that might be because I'm away on vacation, away from any actual work on agebuilding.
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Re: Object animation's "saved" state

Postby Aloys » Fri Jul 18, 2008 6:09 am

I think of these threads as a visit in a foreing country whose language I don't speak: the place is really nice and the local history sounds interesting but it's just too bad I don't understand a single word of what the guide says... :P

We are reaching a point where knowing how to properly use all aspects of PyPRP turns into a full-time job. As Hoikas says many people are interested in many (most) of the issues at hand, we just don't have the time to dwelve into all of them.. Just on the forums there's enough new reading material each day to keep you busy for two hours.
Plus some of the stuff we learn we have to re-learn every couple months, that's what we get for having constantly evolving tools. Hopefully things will start to settle down, and we won't have another 'PyPRP 0.5' style step to take for MO:RE.

I know I'd love to be able to do everything in my Ages alone, but it's just not possible. Most of the Alscript stuff is way over my head these days and taking the time to learn how to integrate everything is just too much for me; I only have enough time to design and then produce the assets for my Ages.. For whatever comes after Ahra Pahts v1 I'll only be able to create the 3D/2D assets and write gameplay documents, and then I'll need someone's help to properly integrate all of this in PyPRP. :(
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Re: Object animation's "saved" state

Postby boblishman » Fri Jul 18, 2008 11:09 am

Aloys wrote:I think of these threads as a visit in a foreing country whose language I don't speak: the place is really nice and the local history sounds interesting but it's just too bad I don't understand a single word of what the guide says... :P


Aloys ... I know how you feel ... ;)
Usually I feel that way too ... and it's frustrating ... so I have tried to make this thread as "easy" as possible for everyone to understand ...
I must admit that I am very surprised with myself about object animations. Usually I struggle to understand "new" features of the plugin and eventually end up "copying" someone else's "success". However, (for some strange reason) I seem to have understood how object animations work (and how they are triggered and synchronised to the avatar animations and sounds ... :shock:

Trust me, no one is more shocked than me !!! ... yesterday, for example, I decided to animate the button which triggers my door animation. To my GREAT surprise, my first attempt to animated, sychronise and add synchronised sound worked !!! ... :o . (NEVER, in my history of Age creation, have I been able to make something work at the first attempt !). I guess that somethings just "click" with you .... and others (like Python for me) just WONT click, no matter how hard I try.

Anyhow, I guess I have been lucky with this ... but the downside for me is that I now need help with the python side of things (to make Uru remember WHERE my animated objects are after I link out from my Age ... that´s is basically what this thread is about ...

Currently, Uru always thinks (on linking into my Age) that the object animation is at it´s "starting point", even if it was at it´s "ending point when I linked out ... so if I try to play the animation again, it is not "correct" ...

Anyhow, I guess I will have to be patient like Nadnerb says ... :)
when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: Object animation's "saved" state

Postby D'Lanor » Sat Jul 19, 2008 11:13 am

Ok, I got it working. Here is the alcscript.

Code: Select all
<animated object>:
    animations:
      - name: Open
        autostart: 0
        loop: 0
        loopstart: 0
        loopend: 3
      - name: Close
        autostart: 0
        loop: 0
        loopstart: 3
        loopend: 6

<clickable>:
    logic:
        modifiers:
          - tag: AutoClick
            cursor: poised
            flags:
              - localelement
            activators:
              - type: objectinvolume
                remote: <click region>
                triggers:
                  - any
            conditions:
              - type: activator
                activators:
                  - type: picking
              - type: objectinbox
                satisfied: true
            actions:
              - type: pythonfile
                ref: $BoolToggle
        actions:
          - type: pythonfile
            tag: BoolToggle
            pythonfile:
                file: xAgeSDLBoolToggle
                parameters:
                  - type: activator
                    ref: logicmod:$AutoClick
                  - type: string
                    value: DoorOpen
                  - type: skip
                  - type: skip
                  - type: string
                    value: DoorOpen
          - type: pythonfile
            tag: BoolRespond
            pythonfile:
                file: xAgeSDLBoolRespond
                parameters:
                  - type: string
                    value: DoorOpen
                  - type: responder
                    ref: $AnimOpen
                  - type: responder
                    ref: $AnimClose
                  - type: bool
                    value: false
                  - type: bool
                    value: true
          - type: responder
            tag: AnimOpen
            responder:
               states:
                - cmds:
                   - type: animcmdmsg
                     params:
                        receivers:
                         - 006D:<animated object>
                        animname: Open
                        cmds:
                         - continue
                     waiton: -1
                  nextstate: 1
                  waittocmd: 0
               curstate: 0
               flags:
                  - detecttrigger
          - type: responder
            tag: AnimClose
            responder:
               states:
                - cmds:
                   - type: animcmdmsg
                     params:
                        receivers:
                         - 006D:<animated object>
                        animname: Close
                        cmds:
                         - continue
                     waiton: -1
                  nextstate: 1
                  waittocmd: 0
               curstate: 0
               flags:
                  - detecttrigger


This is for a button that toggles an open / closed door state. The "door" object (which is just a cube) has two simple animations, one for opening and one for closing the "door".

The script calls two global Python files. So there is no need for Python coding (although as always you do need to add one semi-empty python file by the same name as your age to enable the Age SDL hook).

AnimDemo.zip
demo age
(15.27 KiB) Downloaded 272 times


AnimDemo_source.zip
blend file
(39.15 KiB) Downloaded 289 times


Good luck!
"It is in self-limitation that a master first shows himself." - Goethe
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