1. Post #161
    Gold Member
    DarkSpider's Avatar
    July 2006
    816 Posts
    Meh, the released one seems to work good enough.
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  2. Post #162
    moo
    CowThing's Avatar
    November 2006
    4,767 Posts
    I didn't really like the look of the other editor so I went ahead and made my own. I made it to work with my gamemode but if anyone wants it, let me know and I'll change some shit around to work on its own and upload it.

    Youtube is being shitty and might not show the video for a while since it was just uploaded.

    View YouTUBE video


    http://youtube.com/watch?v=Hcneiy3mYwk
    Looks nice. Pretty map too.

  3. Post #163
    Box collector
    haza55's Avatar
    October 2005
    545 Posts
    Meh, the released one seems to work good enough.
    Yeah thats what I thought originally, but the maths is all wrong.
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  4. Post #164
    Here's an updated version. This fixes an error where if you never gave a MU, RU, whatever (nil) then it would make an error (or not look right as the above poster says). This makes it default to 0. It also has a new feature where animations are capable of stopping or starting over a time frame instead of instantly stopping. This means that animations can blend.

    http://heavy.noxiousnet.com/boneanimlib_v2.zip

    Nice, but mine has a better version of the animation api.
    Good joke.

    let me know and I'll change some shit around to work on its own and upload it.
    Do that, I stopped working on one a while ago.
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  5. Post #165
    Gold Member
    DarkSpider's Avatar
    July 2006
    816 Posts
    Once I get my server back I'm going to add Gizmos (3D drag) and then I'll put it up.
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  6. Post #166
    JIAC's Avatar
    December 2009
    976 Posts
    Looks excellent.
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  7. Post #167
    Box collector
    haza55's Avatar
    October 2005
    545 Posts
    Here's an updated version. This fixes an error where if you never gave a MU, RU, whatever (nil) then it would make an error (or not look right as the above poster says). This makes it default to 0. It also has a new feature where animations are capable of stopping or starting over a time frame instead of instantly stopping. This means that animations can blend.

    http://heavy.noxiousnet.com/boneanimlib_v2.zip


    Good joke.


    Do that, I stopped working on one a while ago.
    No seriously, all the values in MU MR etc are all relative to the last frame. In mine they are all absolute, so the animations all move to the right positions. ;)

  8. Post #168
    Gold Member
    DarkSpider's Avatar
    July 2006
    816 Posts
    It still works if you use relative positions, but yea that would be a nice change so you don't have to redo the entire FrameData table when you add a new frame into the middle.
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  9. Post #169
    Box collector
    haza55's Avatar
    October 2005
    545 Posts
    It still works if you use relative positions, but yea that would be a nice change so you don't have to redo the entire FrameData table when you add a new frame into the middle.
    I'll throw it up on svn later on tonight.
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  10. Post #170
    foxcock
    Bletotum's Avatar
    June 2008
    6,873 Posts
    The full editor? That would be great.
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  11. Post #171
    They're supposed to be relative to the last values.
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  12. Post #172
    How about that editor?
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  13. Post #173
    Gold Member
    hegrec's Avatar
    April 2006
    266 Posts
    Here you go. Type "animate" in console to open it.

    Extract to garrysmod/lua/



    I never got around to the 3D drag stuff because the bone position seems lost once SetBoneMatrix is applied to it, unless I am mistaken.

    Oh yea, I bundled the animation API with it for ease but if you want me to, I'll remove it.

    Let me know if it completely fucks up or something.
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  14. Post #174
    Dennab
    August 2008
    263 Posts
    Cool, this might be quite useful
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  15. Post #175
    lilezek's Avatar
    February 2009
    209 Posts
    Here you go. Type "animate" in console to open it.

    Extract to garrysmod/lua/

    HOLY SHIT!!!!

    Just one thing: make an option to change type. Imagine you mistake and you put TYPE_GESTURE instead TYPE_SEQUENCE and you want to change it.

    PD: Test this animation :P

    RestartFrame3Type2PrevFrameDataBoneI nfoValveBiped.Bip01_R_ForearmRUMRMF MURRRFValveBiped.Bip01_R_UpperArm RUMRMFMURRRFValveBiped. Bip01_PelvisRUMRMFMURRRF ValveBiped.Bip01_L_UpperArmRUMRMF MURRRFValveBiped.Bip01_L_ForearmRU MRMFMURRRFBoneInfoV alveBiped.Bip01_R_ForearmRU87MRMFMU RRRFValveBiped.Bip01_R_UpperArmRU MRMFMURRRFValveBiped.Bip01 _PelvisRUMRMFMURRRFVal veBiped.Bip01_L_UpperArmRUMRMFMU RRRFValveBiped.Bip01_L_ForearmRUM RMFMURRRFBoneInfoValveB iped.Bip01_R_ForearmRU87MRMFMUR RRFValveBiped.Bip01_R_UpperArmRUMR MFMURRRFValveBiped.Bip01_Pelv isRUMRMFMURRRFValveBip ed.Bip01_L_UpperArmRU-35MRMFMURRRF38ValveBiped.Bi p01_L_ForearmRU18MRMFMURRRF -26BoneInfoValveBiped.Bip01_R_ForearmRU 87MRMFMURRRFValveBiped.Bi p01_R_UpperArmRUMRMFMURRRF ValveBiped.Bip01_PelvisRUMRMFMU RRRFValveBiped.Bip01_L_UpperArmRU -35MRMFMURRRF38ValveBiped.Bi p01_L_ForearmRU51MRMFMURRRF -26FrameDataFrameRate1BoneInfoValv eBiped.Bip01_R_ForearmRU87MRMFMU RRRFValveBiped.Bip01_R_UpperArmRU MRMFMURRRFValveBiped.Bip01_Pe lvisRUMRMFMURRRFValveB iped.Bip01_L_UpperArmRUMRMFMURR RFValveBiped.Bip01_L_ForearmRUMR MFMURRRFFrameRate1BoneIn foValveBiped.Bip01_R_ForearmRUMRMF MURRRFValveBiped.Bip01_R_UpperArm RUMRMFMURRRFValveBiped.B ip01_PelvisRUMRMFMURRRF ValveBiped.Bip01_L_UpperArmRU-35MRMFMURRRF38ValveBiped.Bi p01_L_ForearmRU18MRMFMURRRF -26FrameRate10BoneInfoValveBiped.Bip01 _R_ForearmRUMRMFMURRRF ValveBiped.Bip01_R_UpperArmRUMRMFMU RRRFValveBiped.Bip01_PelvisRUM RMFMURRRFValveBiped.Bip01_L_U pperArmRUMRMFMURRRFVal veBiped.Bip01_L_ForearmRU33MRMFMU RRRFFrameRate10BoneInfoValveB iped.Bip01_R_ForearmRUMRMFMURR RFValveBiped.Bip01_R_UpperArmRUMR MFMURRRFValveBiped.Bip01_Pelvis RUMRMFMURRRFValveBiped .Bip01_L_UpperArmRUMRMFMURR RFValveBiped.Bip01_L_ForearmRU-33MRMFMURRRF
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  16. Post #176
    Gold Member
    sniperlover's Avatar
    February 2007
    1,256 Posts
    Well that's strange i tought it was darkland vs noxiousnet yet you guys help eachother
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  17. Post #177
    Gold Member
    hegrec's Avatar
    April 2006
    266 Posts
    HOLY SHIT!!!!

    Just one thing: make an option to change type. Imagine you mistake and you put TYPE_GESTURE instead TYPE_SEQUENCE and you want to change it.

    PD: Test this animation :P

    big fail
    Why don't you try giving a link to the text file instead. It isn't going to work like that.

  18. Post #178
    Can you put a button in to dump the current animation as a PrintTable? Also allow text entry in to the MU, RR, etc. so people can use decimals.

    Also, I'm trying to track down a bug where the arm screws up in multi-keyframed animations.

  19. Post #179
    McMissile's Avatar
    May 2007
    461 Posts
    Maybe I'm missing something ridiculously obvious, but I'm having a bit of a problem.
    After I close off the editor, my animation stops - is there a way to make the animation continue outside the editor?

  20. Post #180
    Yeah, you never called ResetLuaAnimation in any of your code?

  21. Post #181
    moo
    CowThing's Avatar
    November 2006
    4,767 Posts
    I'd like a little indicator that shows what frame the animation is currently on. Also how would I rotate around the player? When I rotate with right click I'm still facing the camera.

    EDIT:
    Since your version of the animation API takes the angles from the previous frame, would it be possible to set for each frame if it will use the previous frames angles, or take it's angles from the default bone angle. If that isn't possible maybe just picking between the two styles for the entire animation.

  22. Post #182
    |FlapJack|'s Avatar
    July 2009
    6,138 Posts
    Well that's strange i tought it was darkland vs noxiousnet yet you guys help eachother
    IIRC, that was a long time ago.
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  23. Post #183
    I eat your tears
    Dennab
    May 2006
    497 Posts
    Without a doubt one of the coolest things I've seen in a while, very useful.
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  24. Post #184
    lilezek's Avatar
    February 2009
    209 Posts
    Also, I'm trying to track down a bug where the arm screws up in multi-keyframed animations.
    It happened to me on Upper Arm (Lef) at keyframe #4 always... Any idea? (on TYPE_STANCE), rotation of green axis (I think forward axis) returns to original I think.

  25. Post #185
    Dakarun's Avatar
    August 2008
    877 Posts
    So how would I add a holdtype with this? Or atleast for a single weapon.
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  26. Post #186
    Gold Member
    hegrec's Avatar
    April 2006
    266 Posts



    Not sure if this is what you meant by dumping a PrintTable format, but it dumps straight usable Lua code. It is also tabbed out properly as well.
    Camera moves around the player locked on the yaw but can move up and down.
    Typing in the Wang boxes works as well.

    Do you think you can add a way to force sequences to start from a specific pose rather than from T-Pose?
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  27. Post #187
    I don't know what you mean by that. You don't use a sequence if you want to start from something besides the reference animation.

    So how would I add a holdtype with this? Or atleast for a single weapon.
    You really should just build off of an existing one and edit it a bit. ResetLuaAnimation('something') on deploy and StopLuaAnimation('something') on both Holster and OnRemove.
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  28. Post #188
    Dakarun's Avatar
    August 2008
    877 Posts
    I don't know what you mean by that. You don't use a sequence if you want to start from something besides the reference animation.


    You really should just build off of an existing one and edit it a bit. ResetLuaAnimation('something') on deploy and StopLuaAnimation('something') on both Holster and OnRemove.
    Ah thanks, I'll go play around with it.

    Wow, this was easier then I thought. Only took me a minute to do:



    One comment though, it would be nice if you could rotate the camera in 1.1.
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  29. Post #189
    moo
    CowThing's Avatar
    November 2006
    4,767 Posts
    Just a note, media tags aren't broken, they aren't needed for pictures, use img_thumb tags:
    [img_thumb]http://facepunchstudios.com/facepunch.gif[/img_thumb]
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  30. Post #190
    Dakarun's Avatar
    August 2008
    877 Posts
    Alright, odd though cause I used to be able to do [me dia]<direct link image>[/me dia]

    Anyway lets not drift off-topic.

  31. Post #191
    pink titles r for gaylordes
    WarRage333's Avatar
    March 2008
    4,007 Posts
    Kinda hard to do stuff well dont know what im doing anyway it starts to spazz out D:

  32. Post #192
    Gold Member
    hegrec's Avatar
    April 2006
    266 Posts

    One comment though, it would be nice if you could rotate the camera in 1.1.
    What do you mean by that? Did you try right clicking off a panel and dragging?

  33. Post #193
    Dakarun's Avatar
    August 2008
    877 Posts
    What do you mean by that? Did you try right clicking off a panel and dragging?
    I did, but for some reason nothing happens, so all I can do is zoom in and out.

  34. Post #194
    I got some requests for the next version. Any more?
    * Make it work with other things that use BuildBonePositions.
    * Make it so currently playing animations are sent to newly joined clients.

    I also know about two bugs that can't really be fixed by me. The first is that getting the position of a bone on an entity that is under the effect of this system always returns 0,0,0. Using attachments doesn't seem to have this bug. The second is that as soon as you invoke an animation on an entity that isn't under the effect of this system, its polygons go all weird for one frame and you see some of it in the sky and stuff. These kind of need to be fixed by garry.

  35. Post #195
    Chill Moderator
    Grea$eMonkey's Avatar
    May 2007
    6,302 Posts
    I got some requests for the next version. Any more?
    * Make it work with other things that use BuildBonePositions.
    * Make it so currently playing animations are sent to newly joined clients.

    I also know about two bugs that can't really be fixed by me. The first is that getting the position of a bone on an entity that is under the effect of this system always returns 0,0,0. Using attachments doesn't seem to have this bug. The second is that as soon as you invoke an animation on an entity that isn't under the effect of this system, its polygons go all weird for one frame and you see some of it in the sky and stuff. These kind of need to be fixed by garry.
    Well, BuildBonePositions was not originally intended for this kind of use, but I agree it should be fixed.
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  36. Post #196
    bobderloser's Avatar
    May 2007
    39 Posts
    I did, but for some reason nothing happens, so all I can do is zoom in and out.
    Try to right click on the panel at the top.
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  37. Post #197
    Gold Member
    DarkSpider's Avatar
    July 2006
    816 Posts
    I added a way to test blending animations on top of each other.




    1.4
    *Added support for people to add their own bone sets if needed
    *Added support for ValveBiped (Vortigaunts use this)
    *Fixed StartFrame not being dumped to raw lua

    1.3
    *Fixed timeline bar to work with restart positions
    *Added support for StartFrame with sequences

    1.2
    *Added timeline bar to show progress of a playing animation
    *Added ability to see animations blended with other animations
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  38. Post #198
    McMissile's Avatar
    May 2007
    461 Posts
    One problem I'm having is that as soon as I exit the animator, the animation resets to the default one. Any way I can fix this?

  39. Post #199
    moo
    CowThing's Avatar
    November 2006
    4,767 Posts
    One problem I'm having is that as soon as I exit the animator, the animation resets to the default one. Any way I can fix this?
    Make a Lua script to run the animation.

  40. Post #200
    Gold Member
    DarkSpider's Avatar
    July 2006
    816 Posts
    Added a little update for the editor so sequences can be created properly


    1.4
    *Added support for people to add their own bone sets if needed
    *Added support for ValveBiped (Vortigaunts use this)
    *Fixed StartFrame not being dumped to raw lua

    1.3
    *Fixed timeline bar to work with restart positions
    *Added support for StartFrame with sequences (This is what i was asking for before, didn't realize it was already there)
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