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Full Version: Animating a character? (corpse floating in water)
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Is it possible? I've made a hallway with a window at the side and i would like to have a corpse float outside of it. Either passing by the window or being tangled up in something enabling the player to spot it. I noticed you could open upp the pose menu and adjust all of the joints for the character, wich is cool. But is there like a keyframe-sort of way to make the character move in a loop or something? Change the joint position/character position for every frame or is that something you do entirely in script? If so, how would one go about doing that? Thanks
It's theoretically possible to animate the model through scripting, but it would be much simpler to make the animation using animation software like Maya or Blender. Both methods would be pretty much the same approach (defining positions at keyframes and interpolating between them based on the current time), but with the scripting method, you would have the added complexity of creating the system to do the animating as well.
(06-02-2016, 10:49 AM)Abion47 Wrote: [ -> ]It's theoretically possible to animate the model through scripting, but it would be much simpler to make the animation using animation software like Maya or Blender. Both methods would be pretty much the same approach (defining positions at keyframes and interpolating between them based on the current time), but with the scripting method, you would have the added complexity of creating the system to do the animating as well.

What file would i choose to import to maya then? I guess the character entities concists of several files? Do i have to convert or something like that?
The model file is the .dae file. It's in COLLADA format.
(06-03-2016, 04:04 AM)Abion47 Wrote: [ -> ]The model file is the .dae file. It's in COLLADA format.

What do i save the animation as? Can it then be imported to the level editor and opened as entity?
The files are saved as .anm and .dae_anim. Otherwise, I don't know what specific formats they are in, and since this is somewhat uncharted territory for SOMA, it will probably require some experimentation. There might be some stuff on the wiki that can help, though.