1. Post #241
    Gold Member
    Hxrmn's Avatar
    February 2005
    120 Posts
    Okay guys, it's apparent to me now that you still like this script, So I'm gonna get back to work on it now.

    -I'm really surprised, I thought this thread was dead.

  2. Post #242
    TetaBonita's Avatar
    May 2005
    117 Posts
    I remember this thing. Thought it was pretty amazing when it came out. Still do.

    And one question: Does it interpolate between frames? because that would be pretty powerful.

  3. Post #243
    SortaAwesome's Avatar
    November 2006
    31 Posts
    This is fucking godlike, how could I have missed this...

  4. Post #244
    Omnimmotus's Avatar
    August 2006
    211 Posts
    He's back to work on the Animation Suite?

    Yay!

  5. Post #245
    Gold Member
    Hxrmn's Avatar
    February 2005
    120 Posts
    TetaBonita posted:
    I remember this thing. Thought it was pretty amazing when it came out. Still do.

    And one question: Does it interpolate between frames? because that would be pretty powerful.
    It does not interpolate yet, but I have been working on some Quadratic Bezier Curve code to do some wicked smooth animation.

  6. Post #246
    Gold Member
    firestorm0's Avatar
    June 2005
    781 Posts
    Yes. Please keep working on this. This script is great. I can honestly say, that I would use this every time I play gmod. Please continue updating. I'm glad this thread got revived. I missed it before

  7. Post #247
    TetaBonita's Avatar
    May 2005
    117 Posts
    Hxrmn posted:
    It does not interpolate yet, but I have been working on some Quadratic Bezier Curve code to do some wicked smooth animation.
    Excellent! FYI there's a function called LerpAngle( delta, target angle, destination angle ) for easy interpolation of angles if you don't want to write your own.

    There's also a function called LerpVector, but I don't what it does or how to use it.

  8. Post #248
    Hornisyco's Avatar
    August 2006
    14 Posts
    I haven't said anything for awhile, but I anticipated this since before you released it. Unfortunately, I don't check the topic often enough, and you're usually a version behind garry by the time I get here :(. I was actually working on something remotely similar to this when I stumbled across your thread, so I threw it out knowing you'd do a better job (unfortunately I deleted all of the files, which was a bad idea).
    I have one request, and I did a quick-search through the thread to see if you were offering it (and read the first post - several times). I would like you to include something that allows the player to save whatever data it is your using (bone positions, angles, whatever) to an external (.txt?) file. Loading could be handled later, but I'd like to be able to work with the raw data.

  9. Post #249
    Omnimmotus's Avatar
    August 2006
    211 Posts
    There's two things I'm waiting for. One is saving and loading support for the normal HL2 saves OR in some external format which can be then loaded into the map. (At the same locations of course.) The other is the interpolation. Once both are there, I can put a couple minutes a day into making a big awesome animation, which will allow me to put more time into each moment and have the interpolation cover my mistakes and speed up my workflow.

    And then you can expect some awesome stuff.

    Oh, and never forget numpad outputs, because this mixed with cameras interpolating and switching with numpad outputs would allow for kickass camera angles.

    I am so gonna rock this when some of these features get added. I've always wanted to make animated 3d scenes.

  10. Post #250
    Mihara's Avatar
    February 2008
    9 Posts
    I would very much love to see this tool completed, if only because it would save me from messing with model animations for every bloody little motion I will only need to use once in a movie. Pulling a ragdoll by the strings is a pain.

    However, as it stands now, it doesn't seem to work for me at all. Half the time the startup script won't load (unfortunately, I can't tell you the error message it returns because it scrolls away too quickly, and there's no log of these anywhere I can see) and upon attempting to actually use it, all I get is a ":1: attempt to index a nil value" error message. Unfortunately I do not know enough yet about the mod internals to debug it myself.

    Should it be completed, smooth interpolation would be the first priority feature for me, with the ability to save the motion into a human-readable (or at least computer-parseable) format a close second. That would be preferable to HL2 saves, since then I could probably write generator scripts to do some really wacky things...

  11. Post #251
    Gold Member
    Hxrmn's Avatar
    February 2005
    120 Posts
    TetaBonita posted:
    Excellent! FYI there's a function called LerpAngle( delta, target angle, destination angle ) for easy interpolation of angles if you don't want to write your own.

    There's also a function called LerpVector, but I don't what it does or how to use it.
    Well, there's also "math.AngleDifference(angle2, angle1)" (Garry made alot of these :P)

    Hornisyco posted:
    I would like you to include something that allows the player to save whatever data it is your using (bone positions, angles, whatever) to an external (.txt?) file. Loading could be handled later, but I'd like to be able to work with the raw data.
    Saving and Interpolation are most certainly going to be in the next release.

    Mihara posted:
    However, as it stands now, it doesn't seem to work for me at all. Half the time the startup script won't load (unfortunately, I can't tell you the error message it returns because it scrolls away too quickly, and there's no log of these anywhere I can see) and upon attempting to actually use it, all I get is a ":1: attempt to index a nil value" error.
    Ok I haven't fixed this completely yet but, if you reload the script
    Code:
    lua_openscript autorun/AnimationSuite.lua
    lua_openscript_cl autorun/AnimationSuite.lua
    after you start playing, it should fix the problem.
    If not... I'll try to code faster. ;)

    Also one more thing I should note:
    There is a problem with the context bind where the menu stays up.
    I can't fix this until Garry fixes "GAMEMODE.PlayerBindPress".

  12. Post #252
    TetaBonita's Avatar
    May 2005
    117 Posts
    math.AngleDifference only works for scalars though.

  13. Post #253
    Gold Member
    Hxrmn's Avatar
    February 2005
    120 Posts

    [Quick Fix]
    Fixes problems with gmod11 and the animator itself.

  14. Post #254
    zalo's Avatar
    February 2007
    19 Posts
    Looks great, trying out now.

  15. Post #255
    reesesaholic's Avatar
    November 2007
    3 Posts
    Hey, I stumbled across this through your thread at garrysmod.org and I have to say without any experience on the matter I am very intrigued and equally impressed. If you could include a library of bone movements that the player could load to any humanoid character, that would be awesome. Nothing too hard, something like hands on hips or the person walking or sprinting. It would make long scenes easier to mantain. With the same concept in mind you could make it so that the player could save animations and upload them with different characters. Just ideas but I thought I'd make them known.

  16. Post #256
    Omnimmotus's Avatar
    August 2006
    211 Posts
    Update! :love:

    reesesaholic posted:
    Hey, I stumbled across this through your thread at garrysmod.org and I have to say without any experience on the matter I am very intrigued and equally impressed. If you could include a library of bone movements that the player could load to any humanoid character, that would be awesome. Nothing too hard, something like hands on hips or the person walking or sprinting. It would make long scenes easier to mantain. With the same concept in mind you could make it so that the player could save animations and upload them with different characters. Just ideas but I thought I'd make them known.
    Cool idea, though I'm not sure how it would be done. Potentially the Suite could come with a preset tool which would allow you to save and then apply animations to any character using the same skeleton. (Like the standard male rig.) It wouldn't be able to apply an animation for Barney to Alyx, but it'd allow for some basic things to be done beforehand. It'd be best if it added on to the timeline of the object if it already had one and blended from the frame chosen into the animation. Maybe you could even set it to a frame-by-frame apply, which would allow you to shoot it with the toolgun and roll through the frames until you didn't need to continue the animation anymore. That would allow using a short segment out of a larger animation.

    But that would be a far future feature. First I want to see interpolation and saving. :) (How many times have I said that in this thread?)

  17. Post #257
    Mihara's Avatar
    February 2008
    9 Posts
    Hxrmn posted:
    Fixes problems with gmod11 and the animator itself.
    It now loads and runs, hooray!

    After messing around with it while trying to make a ragdoll take a sip from a coffee mug, here's the problems I found:

    1. Perhaps most importantly, I don't see the frame markers in the tracks window as seen in your video, neither when I record motions step-by-step with Capture+Advance nor when I try Record. The scrollbar marked "Drag to scroll through the frames" works, but since I see no frames it's tricky to make use of it.
    2. There's no way to remove frames anywhere I can see, but all the frames disappear once I remove a track. I can't remove any track but the top one. Somewhere along the way, tracks might be lost -- for the first take I recorded both the ragdoll and the mug, and they moved together, but once I cleared the tracks, added tracks for both and started anew, only the mug moved, and since it's welded to the hand it didn't have much success.
    3. It appears that an empty track has 0 frames out of 0 and a track with one frame also has 0 frames out of 0. There's an off-by-one error somewhere.
    4. There is no way to control the speed at which the motion is to be executed, which is kind of important. Such a feature will flow naturally once interpolation is complete, but incorporating a time-based track instead of a frame-based track early is probably a good idea.
    5. When you try to add a frame while no tracks are armed, a Lua error is returned. An error message would be better. Arming a track once it's created is also a good idea.
    6. Once a track is deleted, the number is never reused, is this as intended?

    This remains the most important addon among all those that I've collected so far, and I'm amazed it didn't get proper recognition earlier. Thank you!

    P.S. Animation Suite, a working tool to switch NPC animations from the player side, and a tool to trigger VCDs on players and NPCs alike, and I can't imagine what else could I want for a Source machinima kit. :)

  18. Post #258
    Gold Member
    Hxrmn's Avatar
    February 2005
    120 Posts
    Mihara posted:
    1. Perhaps most importantly, I don't see the frame markers in the tracks window as seen in your video, neither when I record motions step-by-step with Capture+Advance nor when I try Record. The scrollbar marked "Drag to scroll through the frames" works, but since I see no frames it's tricky to make use of it.
    I got rid of the frame markers on the tracks because it was making the script crash (I need to get them working again).
    And yeah, you kinda gotta arm those tracks to record to them. If they were armed then I think I know what that problem is too.

    For now, just as a note, Don't delete entities while playing animations (I'm fixing that).
    Mihara posted:
    2. There's no way to remove frames anywhere I can see, but all the frames disappear once I remove a track. I can't remove any track but the top one. Somewhere along the way, tracks might be lost -- for the first take I recorded both the ragdoll and the mug, and they moved together, but once I cleared the tracks, added tracks for both and started anew, only the mug moved, and since it's welded to the hand it didn't have much success.
    I am aware that in some cases tracks might be lost, or might stick when they are not valid. This is a vGUI issue and I'm fixing it.
    Also, I think welds don't work.
    Mihara posted:
    3. It appears that an empty track has 0 frames out of 0 and a track with one frame also has 0 frames out of 0. There's an off-by-one error somewhere.
    Yeah, my bad.
    Mihara posted:
    4. There is no way to control the speed at which the motion is to be executed, which is kind of important. Such a feature will flow naturally once interpolation is complete, but incorporating a time-based track instead of a frame-based track early is probably a good idea.
    There actually is a way to control framerate, but it isn't fully implemented yet.
    Expect it in an update very soon. :)
    Mihara posted:
    5. When you try to add a frame while no tracks are armed, a Lua error is returned. An error message would be better. Arming a track once it's created is also a good idea.
    Yes, error messages are in the works.
    Mihara posted:
    6. Once a track is deleted, the number is never reused, is this as intended?
    This is not intended, but is a side-effect of the Client and Server needing synced IDs.

    Thank you very much for your feedback. :)

  19. Post #259
    Mihara's Avatar
    February 2008
    9 Posts
    Hxrmn posted:
    Also, I think welds don't work.
    I'm pretty sure they worked for me at least the first time around.

    I started with posing a ragdoll in a chair, welding a mug to the hand with no collide after positioning the fingers, freezing the mug and keeping the hand hanging down from it, and creating tracks for both the ragdoll and the mug. Then I moved the mug with capture+advance after each new position, and the weld remained in place until I was done and tried to play it. It also remained in place when I removed both tracks and started anew, but this time, the ragdoll's position wasn't recorded and the mug started jumping in the weld.

    I'll do some more through experiments with welded objects tomorrow.

  20. Post #260
    LBucket's Avatar
    February 2008
    6 Posts
    Does it play in reverse?

  21. Post #261
    Omnimmotus's Avatar
    August 2006
    211 Posts
    I'd like to strongly support this idea of a time based track. If you've ever used a 3d modeling program, you'll know that you make keyframes along a time based frame track, and everything inbetween is interpolated. That means that the animation may only have 10 frames but result in 100 frames of animation.

    Instead of the way you have it now, I'd like to have it so theres a marked track which you can scroll along and place frames on. That'd be best.

    Keep up the good work.

    EDIT:
    Actually, in a perfect world, I'd like the timelines to look something like this:

    Except probably with more options or maybe a reorganized window. Point is, there'd be multiple ticks, Every four of those ticks would equal a second (or something) and you can place frames on or inbetween the ticks. It would then interpolate between them, unless you hit a specific setting that said "don't interpolate" for a particular frame, where it would jump and then continue.

    You would also need to be able to scroll the timeline by, probably, grabbing the bottom of it and dragging. (And you'd need to number each fourth tick.) It would be absolutely best if you could choose a resolution with some +/- buttons. If you hit +, four ticks would become 2 seconds, and then 4 seconds, then 8. If you hit -, four ticks would become half a second and so on. This would allow more easily navigating through large timelines by zooming out, going to the area you want to look at, and then zooming in.

    But that's just my sick fantasy. Honestly, once you've got interpolation and saving in I'll be mostly satisfied. Mostly. (But still hungry for more. :q:)

  22. Post #262
    LuaPineapple's Avatar
    November 2006
    47 Posts
    Add interpolation using the Spline math function, so the movement between 2 frames is smother.

  23. Post #263
    Mihara's Avatar
    February 2008
    9 Posts
    Results of my further experiments with welded objects:

    When you try to animate welded items creating tracks for both, the animation never progresses beyond the second frame, and in fact, keeps looping within it -- pulling the items away results in them jumping back where they would be during the second frame. If you only create a track for one, and keep both frozen at every step, same happens, however, if the one that has no track is unfrozen, it may or may not progress, but I can't reliably determine when it actually works. After the system has been in that second frame freeze, deleting tracks may no longer work, and deleting items screws the system up, sometimes in amusing ways.

    In one case, while it kept saying that frames are recorded, no frames got played, and the props I experimented with suddenly started slowly floating away, having apparently become weightless. In another case, I deleted the first track, while the second track was armed, and tried to record, but it kept complaining that no track was armed. In fact, I couldn't even delete that second track. In one more experiment, after getting one more track I couldn't delete, the item for which a track still existed also became weightless.

    It appears that once any tracks exist, mouse wheel up/down no longer allows you to switch weapons, until you switch to them in any other manner, when it starts working again. Switching to the tool gun stops the wheel from working again.

  24. Post #264
    Omnimmotus's Avatar
    August 2006
    211 Posts
    One of my two must-check threads on Facepunch every time I come on. And the other is the ReDead gamemode thread. And I'm mapping and skinning for that.

    I'll wait patiently for the glorious future updates. But I'll always be watching. By the way, how long until the next update?

  25. Post #265
    Clockwork301's Avatar
    February 2007
    143 Posts
    HOLY SHIT! LUA KING'D!

  26. Post #266
    Gold Member
    Hxrmn's Avatar
    February 2005
    120 Posts
    Mihara posted:
    Results of my further experiments with welded objects:

    When you try to animate welded items creating tracks for both, the animation never progresses beyond the second frame, and in fact, keeps looping within it -- pulling the items away results in them jumping back where they would be during the second frame. If you only create a track for one, and keep both frozen at every step, same happens, however, if the one that has no track is unfrozen, it may or may not progress, but I can't reliably determine when it actually works. After the system has been in that second frame freeze, deleting tracks may no longer work, and deleting items screws the system up, sometimes in amusing ways.

    In one case, while it kept saying that frames are recorded, no frames got played, and the props I experimented with suddenly started slowly floating away, having apparently become weightless. In another case, I deleted the first track, while the second track was armed, and tried to record, but it kept complaining that no track was armed. In fact, I couldn't even delete that second track. In one more experiment, after getting one more track I couldn't delete, the item for which a track still existed also became weightless.

    It appears that once any tracks exist, mouse wheel up/down no longer allows you to switch weapons, until you switch to them in any other manner, when it starts working again. Switching to the tool gun stops the wheel from working again.
    I knew the system had bugs but, wow.
    I'll see what I can do. :P

  27. Post #267
    Omnimmotus's Avatar
    August 2006
    211 Posts
    Man, why is it that all the good things come later? I feel like I'm waiting for twenty different things but only currently playing two or three.

    At least things you wait for you don't have to work for. They just come to you naturally. :q:

    EDIT:
    Just twiddling my thumbs until the next versions. Wish I could bump it, but I can't since I'm the last poster.

  28. Post #268
    HPD user's Avatar
    December 2007
    283 Posts
    I hope this is still being worked on

  29. Post #269
    tehrani88's Avatar
    March 2008
    1 Posts
    My man nice work Hx!!!!!!!!!!!!
    One question though- I try to animate a ragdoll and when I do, it spazzes out, like it's having a seizure. Can you tell me what I'm doing wrong? Again, nice work!

  30. Post #270
    Mihara's Avatar
    February 2008
    9 Posts
    I'm not one to bump threads just to keep them up in the public eye, but really, I'd love to see some progress on this. :)

  31. Post #271
    DaikenTana's Avatar
    April 2005
    7 Posts
    I see nothing but the scoreboard when hitting TAB, and the Record Timer when pressing C.

    I've extracted into the addons folder as instructed. What could I have done wrong?

  32. Post #272
    rnr

    March 2008
    1 Posts
    DaikenTana posted:
    I see nothing but the scoreboard when hitting TAB, and the Record Timer when pressing C.

    I've extracted into the addons folder as instructed. What could I have done wrong?
    I'm exually having the same problem. When I shoot at a object, nothing happens, and when I press "c" only the movie length is showing.

    I'm using GMOD10, and the latest version (AS_Beta2_fix.zip)

    Hope someone can help me with this?!

    Thank you in advance

  33. Post #273
    Gold Member
    Hxrmn's Avatar
    February 2005
    120 Posts
    rnr posted:
    I'm exually having the same problem. When I shoot at a object, nothing happens, and when I press "c" only the movie length is showing.

    I'm using GMOD10, and the latest version (AS_Beta2_fix.zip)

    Hope someone can help me with this?!

    Thank you in advance
    Re-Execute the script in console

    Code:
    lua_openscript_cl autorun/AnimationSuite.lua

  34. Post #274
    DaikenTana's Avatar
    April 2005
    7 Posts
    Re-Execute the script in console
    This doesn't seem to change anything.

    Here's what I get when holding down C with the tool at hand.
    http://members.iinet.net.au/~kris.ma...ationTool1.jpg

    Here's what I get when holding down TAB.
    http://members.iinet.net.au/~kris.ma...ationTool3.jpg

    I'm not sure if this would be of any help, but there seem to be a series of errors/warnings in the console after activating the tool.
    http://members.iinet.net.au/~kris.ma...ationTool2.jpg

  35. Post #275
    PiperBubi's Avatar
    March 2008
    7 Posts
    DaikenTana posted:
    This doesn't seem to change anything.

    Here's what I get when holding down C with the tool at hand.
    http://members.iinet.net.au/~kris.ma...ationTool1.jpg

    Here's what I get when holding down TAB.
    http://members.iinet.net.au/~kris.ma...ationTool3.jpg

    I'm not sure if this would be of any help, but there seem to be a series of errors/warnings in the console after activating the tool.
    http://members.iinet.net.au/~kris.ma...ationTool2.jpg
    I got the same problem here.

  36. Post #276
    Gold Member
    ProSkater's Avatar
    November 2005
    423 Posts
    hmm... for me realtime recording doesn't work...

    It will be awesome if you'll make recording like this.

    You are spawning prop or ragdoll, then You are setting it to point one "A", and saving this frame, then to point "B" .. and you can do as many as you want. And when you pressing play, it will be smoth movement from A to B, from B to C. Exactly like in 3dMax.

  37. Post #277
    Gold Member
    Hxrmn's Avatar
    February 2005
    120 Posts
    I'll get an update out in a bit, just gotta tiddy up a couple things.

  38. Post #278
    radomaj's Avatar
    October 2007
    5 Posts
    Hxrmn posted:
    I'll get an update out in a bit, just gotta tiddy up a couple things.
    Well, I have a question. Is there any progress?

  39. Post #279
    Jepu_Da_Idio's Avatar
    September 2007
    1 Posts
    Any progress on this? its been so long and i haven't heard nothing.

  40. Post #280
    Lurking in the dark
    FreDre's Avatar
    March 2007
    311 Posts
    Jepu_Da_Idio posted:
    Any progress on this? its been so long and i haven't heard nothing.
    Yes, please. We really need a update.
    Such an awesome idea and it's a shame it's being wasted