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Full Version: Update coming! Brave testers needed!
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HOLY SH*T!

decided to test the improved export YC had been talking about having also helped blender, So I loaded up an my old slenderman animation(which was actually intended for export to maya).

I selected it, triangulated, checked the options that seemed right in the collada export and BAM
Spoiler below!
[Image: 3O5heyd.png]

WORKING ON FIRST TRY!

I think this is pretty crazy considering that I had both Leg(controllers for feet and knees) IK, Root bone, and even a headtarget( and empty which the head is contrained to be aiming at). I even did a second export with "deform bones only" unchecked and it still worked!

To be fair the Headtarget animation was lost of course since its not a bone, and there also seem to be a little loss on the arms but overall animation is intact and the IK legs animate as they should, Which is wayyy beyond what I would have expected for this little test.
(10-22-2013, 07:29 PM)The Mug Wrote: [ -> ]HOLY SH*T!

decided to test the improved export YC had been talking about having also helped blender, So I loaded up an my old slenderman animation(which was actually intended for export to maya).

I selected it, triangulated, checked the options that seemed right in the collada export and BAM
Spoiler below!
[Image: 3O5heyd.png]

WORKING ON FIRST TRY!

I think this is pretty crazy considering that I had both Leg(controllers for feet and knees) IK, Root bone, and even a headtarget( and empty which the head is contrained to be aiming at). I even did a second export with "deform bones only" unchecked and it still worked!

To be fair the Headtarget animation was lost of course since its not a bone, and there also seem to be a little loss on the arms but overall animation is intact and the IK legs animate as they should, Which is wayyy beyond what I would have expected for this little test.

Heh, you actually were faster than me. I have been making a test monster to see how far can HPL2 handle Blender animations, and so far my own enemy (not anything detailed, just a moving sphere) has killed me :D
(10-22-2013, 07:29 PM)The Mug Wrote: [ -> ]WORKING ON FIRST TRY!

Yeah, uninstall Maya, it's not needed with this patch.
Hey all, I just installed this test patch last night with no problems however the WalkQuadruped animations are all messed up as is the textures for the manpig entity. I'm sure you are all aware of this i was just wondering if one of you worked on fixing this for this test before the final version is ready, thanks.
Did you remember to resave the manpig from the new model-editor?
(10-23-2013, 02:36 PM)The Mug Wrote: [ -> ]Did you remember to resave the manpig from the new model-editor?

I also told it! It it still messed up!
(10-23-2013, 07:11 PM)BonePieCreations Wrote: [ -> ]
(10-23-2013, 02:36 PM)The Mug Wrote: [ -> ]Did you remember to resave the manpig from the new model-editor?

I also told it! It it still messed up!

No one asked you. There's a 50-50 chance that he will or will not get the same errors.
(10-23-2013, 07:11 PM)BonePieCreations Wrote: [ -> ]
(10-23-2013, 02:36 PM)The Mug Wrote: [ -> ]Did you remember to resave the manpig from the new model-editor?

I also told it! It it still messed up!

Could you open the .ent file in a text editor and check the value of "Quadruped_Walk_ForwardSpeed" and "Quadruped_Run_ForwardSpeed" (just search for them with Ctrl-F)?
Patrik, please add a coordinate system support for SetEntityPos function. Its realy need. I create a flare, like in Penumbra Tech Demo, but can't place new flare in front of player.
Flare test:
https://www.dropbox.com/s/h35sfo184p5sfv...19-187.avi
And I am adding a ExitInventory(); function, for close inventory window after use first flare, but nothing happen(

EDIT! I am adding a death animation for infected and...kill him in game!)
https://www.dropbox.com/s/6i8nzlarynljuq...d_dead.avi
We actually can kill monsters in Amnesia, fine. Can you add function for changing monster health?)
And last question - its possible to change flee state for ManPig_enemy via script?
Little text mistake:

(updated 30/10/16)

should be

(updated 13/10/16)
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