I'd like to know how do you make animation. Using many obj. files or is another method? I'd like to know about animation for enemies, weapons and player.
(Я хотел бы знать, как вы делаете анимацию. Использование много OBJ. файлы или другой метод? Я хотел бы знать о анимации для врагов, оружия и игрока.)
Why don't you read the manual that comes with the game? It has a lot of articles about SeriousModeler too. For instance, here is the article about adding new animations:
Adding Animations Note: though this tutorial refrence .lwo files, files from any supported 3d application can be used.
It s time to add animations to model.Switch to script (S shortuct). Serious Modeler supports various 3d object formats as animation frames.
From Lightwave frames can be exported in couple ways: 1) use of save transformed function from Object panel (painfull if you have more frames) 2) applying savemorph plugin in Object displacement tab.
Every frame in animation is represent with single .lwo/.3ds/.obj ... object (for example if you have object walk in 30 frames, 1sec, you will have 30 .lwo objects representing walk saved from Lightwave). In archive with headman model is folder called Frames where all frames are stored. In script add after these lines
ANIMATION Default_Animation <- usually default position used for adding attachments and textures SPEED 0.1 HeadMan.lwo
new lines describing animation called Walk DIRECTORY Help\Modeler\Headman\Frames\Walk <-- path to files ANIMATION Walk <-- animation name SPEED 0.055 <-- single frame lenght 13.lwo <-- list of all frames in animation 15.lwo 17.lwo 19.lwo 21.lwo 23.lwo 25.lwo 27.lwo 29.lwo 31.lwo 33.lwo 35.lwo 37.lwo 39.lwo 41.lwo 43.lwo 45.lwo 47.lwo 49.lwo 51.lwo 53.lwo 55.lwo 57.lwo 59.lwo
As you noticed strict sequential numbering isnt required, nor there are any naming guidelines (use of similar names is good since you can easy copy/paste names in different animations). Since Engine supports geometry interpolation you dont need to use all frames from animation (for example every 2nd frame can be left out and animation will still be fluent). Click on Update animation (CTRL SHIFT A) and after few seconds you should have 2 animations in model (Default_Animation and Walk). Browse thru animations with cursors UP/DOWN. Select animaton called WALK and it will automatically start playing (RETURN start/stops animation play). While animation is stoped use cursors LEFT/RIGHT to scrubb thru animation. Open Tools window and select Animation tab to get information about animation lenght (in seconds and frames). Also from there you can speed animation (small number for frame lenght) or slow down animation. With scripting approach to defining animations, interesting effects can be achieved, like creating couple animations from same frames (no extra memory used) or combining more animations into macro animations (for example combining walk, pick_object and walk again animations can be joined in one macro animation called ACTION). In archive you will find script file with all animations defined and their respectively frames in Frames folder.
Note: When adding new animations to model, you cant use Update animation (CTRL SHIFT A), you need to recreate model so Modeler can calculate bounding boxes and precission for all frames of animations in model.
Where did all the dragons go? We searched in the hills and we searched down the canyons, we even scanned the depths of the caves with our armour, swords and lanterns. Oh, if only had we seen him lurch, from his glorious skull covered perch.
CRACK went his claws and SMACK swipped the tail, a ROAR of might, one big BITE.
You can to do it without any ska studios. SeriousAlexej just go daft with this. Everything what are you need - is export the key frames from Layout (for example), and then appoint them in the script.