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Author Topic: AddAnimAmbientFXEvent and related opr commands  (Read 565 times)
Ransom
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« on: March 31, 2010, 01:32:33 PM »

I was browsing the docs and came across this little set of commands for animations... http://www.gamecore3d.com/docs/opr/animation

I thought, wow, how convient to be able to attach an FX to a bone with one little line - and it only plays the FX when that animation is playing, and you can even specify to only play during a certain portion of the animation. 

But then, when I tried to place the commands in my opr, I got the Unrecognized Option error.

Now, my question is, why is this in the docs if it doesn't work?  Is this a pro-version only thing?  If so, shouldn't the docs specify that?

I have a work around that involves hidden inventory items, but I'm still curious to know what's up with these FX/animation commands... ?
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ross.rockafellow
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« Reply #1 on: April 01, 2010, 11:51:52 AM »

We are currently updating the docs for the new release. If something is still up that has been removed or missing that has been added it is only because we are still testing (and don't like having to change the docs more than once per release =P).

I will bring this list to our CTO today and see what needs to be modified.

I haven't got deep into testing your problem yet, can you give me more information about your desired result. I loaded the script line into an .opr and got the same error you did. I hadn't loaded the FX first though. Did you load the FX before the script call?

This is the FX attach method I use:

LoadFX fire1.fxt
FXAttachObject Bone01
LoadFX fire1.fxt
FXAttachObject Bone02

For the character this is how I changed the .opr to make his feet smoke constantly:

# stand
LoadAnimation Idle idle.FBX
LoadAnimation Walk walk.FBX
LoadAnimation Run run.FBX
LoadAnimation DriveCar driveCar.fbx
LoadFX ../../../fx/smokeTrail.fxt
FXAttachObject Bip01 L Foot
LoadFX ../../../fx/smokeTrail.fxt
FXAttachObject Bip01 R Foot

This seems to do what the description of AddAnimAmbientAttachedFXEvent says it should (i.e. the smoke moves around attached to the foot bone as the character moves).

I tried AddAnimAmbientFXEvent and I got the FX to spawn in the proper location but its seems to be "always on". I will look deeper into the motion blender and see if I cant track down the problem

LoadFX ../../../fx/smokeTrail.fxt
AddAnimAmbientFXEvent Walk smokeTrail


I hope that's helpful and thanks for bringing the doc page to our attention. If you use the above method for ambiant FX just remember to load the FX for each bone you are attaching it to. I will get back to you about changes to the doc page and/or script functionality.
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ross.rockafellow
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« Reply #2 on: April 01, 2010, 12:18:36 PM »

We were just discussing this problem. The FX I was loading for the AddAnimAmbientAttachedFXEvent test was a continuous FX which is why it appears "always" on. We are testing this today, but i think the AddAnimAmbientAttachedFXEvent will work with a "one-shot" FX as I had it loaded in the previous post.

LoadFX ../../../fx/smokeTrail.fxt
AddAnimAmbientFXEvent Walk smokeTrail

I'll update again after some more test
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gekido
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« Reply #3 on: April 15, 2010, 07:21:02 PM »

I haven't gotten around to using the FX versions of these (will try to give them a test), but the sound ones work very well:

For example, with the following, I have different sound events setup for each of my character's animations (actually 2 separate sounds) - one is a simple 'breath' sound, which changes depending on whether you are walking or running etc:

Quote
# character sounds
AddAnimAmbientSoundEvent Idle ../../../audio/movement/breathe.smp
AddAnimAmbientSoundEvent Walk ../../../audio/movement/breathe.smp
AddAnimAmbientSoundEvent Run ../../../audio/movement/breathe.smp

and the second set of sounds are specifically for footsteps.

Note that the 3rd parameter (the number) is the time in the animation that the sound should be played. 

So if you have a 1 second animation that consists of 2 steps, you would setup two sounds like so:

Quote
AddAnimSoundEvent Run 0 ../../../audio/movement/footsteps.smp
AddAnimSoundEvent Run 0.5 ../../../audio/movement/footsteps.smp

Not 100% sure how the FX are spawned - I think they would be spawned at the object's root (ie their local 0,0,0) position, but will have to experiment with that.
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