OBD talk:TRAM: Difference between revisions

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====... using onisplit GUI====
====... using onisplit GUI====
Uhm... Keep in mind that the GUI is only a mask for onisplit. New onisplit versions like 52 and 54 don't have the command -create:tram. That means that the GUI cannot produce long EKeyed-animations with those new versions.
Keep in mind that the GUI is only a mask for onisplit. New onisplit versions - v0.52.9.0 or newer don't have the command -create:tram.




====''short'' animations====
====normal animations====
Animation with 107 frames or less are "short".
You can convert such animation by choosing one of the two methods. (normal = no overlay anims)


You can convert such animation by choosing one of the two methods.
: - To create QKeyed-animation you need a helper xml file to be placed alongside the dae animation file.


: - To create QKeyed-animation you need a helper xml file to be placed alongside the dae animation file. (More than 107 QKeys are not possible at the moment.)
: - EKeyed-animations don't need a helper xml file but edits afterwards the creation.
 
: - EKeyed-animations don't need a helper xml file but edits afterwards the creation. (Frame limit: 107 + unknown)


In any case the amount of needed hand work is quite the same for both methods.
In any case the amount of needed hand work is quite the same for both methods.


QKeyed-animation refuse to become edited. There's somehow a bug like Samer pointed out on the forums. But that's not so tragic. You can edit the dae or the xml helper file and then merge them into an oni file again.
QKeyed-animation refuse to become edited. There's somehow a bug like Samer pointed out on the forums. (Is this still the case? - 5th Dec 2011) But that's not so tragic. You can edit the dae or the xml helper file and then merge them into an oni file again.


Like EdT said an advantage of the xml helper method is that you can breakdown a single dae file into smaller pieces. It's a comfortable way to create multiple animations from one source. E.g. you make combo animations in one dae - let's say punch (p), kick '''[[OBD_talk:StNA#animation_types|(pk)]]''', punch (pkp) - then you make 3 xml helpers. First file goes from frame 0 to 40, second file from 41 to 86, and third file from 77 to 140. The dae file has 120 frames but not the 3 oni files that will be created.
Like EdT said an advantage of the xml helper method is that you can breakdown a single dae file into smaller pieces. It's a comfortable way to create multiple animations from one source. E.g. you make combo animations in one dae - let's say punch (p), kick '''[[OBD_talk:StNA#animation_types|(pk)]]''', punch (pkp) - then you make 3 xml helpers. First file goes from frame 0 to 40, second file from 41 to 86, and third file from 77 to 140. The dae file has 120 frames but not the 3 oni files that will be created.
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         <Flags>Attack</Flags>
         <Flags>Attack</Flags>


====''long'' animations====
Frame limit: unknown. Tell us if you find out. =)
For now long animations will contain always EKeys because you can only use onisplit <font color="#999999">v0.9.</font>41<font color="#999999">.0</font> for it.


Don't forget to add types, variants, particle etc. to your xml file before you convert it to the oni format.
Don't forget to add types, variants, particle etc. to your xml file before you convert it to the oni format.
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<!-- Careful what you post here Paradox, TRAM XML format is changing a little bit in the next Onisplit -->
<!-- Careful what you post here Paradox, TRAM XML format is changing a little bit in the next Onisplit -->
==fw throws==
Situation: you load two chars into Mod Tools and rotate (+/-180) the throw target char because you want them to stand face to face. When you are done animating the target animation would need to be reversed again: multiplying the velocities with -1, also the rotation needs a tweak. So far it looks like you need *(-1) for the x rotation and -/+180 (depending on your initial change) for the y rotation.
The pelvis should have a rotation around 0, 90, 90 at the beginning. When you make the target start rotation around 0 -90 90 you could test [http://dl.dropbox.com/u/139715/OniGalore/throw_%28fw%29_target_inverter.zip this excel macro] to revert the velocities and rotations again.


==a look on run move complex==
==a look on run move complex==
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