Does anyone know how to make animations for models without compiling them?
5 replies, posted
I am trying to figure out how you make custom animations for characters without needing to decompile every model and recompile them with the animations. I know it can be done, I just do not know where to begin. What I want , is if someone types "/waves" their character will wave. The only way I can think of doing this though, is the way the person made the rape swep, but I still do not understand how he did that.
Also would it be possible to make the animation in blender and then export it and get the animation from the file to use in code? Like if it says time 0 and then time 1, could you take the code where it moves the bones and put that in a lua file, to where if something happens, it will make the character do those animations.
[QUOTE=bran92don;41710774]I am trying to figure out how you make custom animations for characters without needing to decompile every model and recompile them with the animations.[/QUOTE]
That'd be awesome.
If you don't compile the animation into the character, the character won't actually have that animation, and he'll be unable to use it. As long as you only need it inside gmod however, you could cheat and use lua.
The first method being that you use lua to run the animation. In other words I'm pretty sure there was a lua animation system out there where the animation itself is saved and ran entirely by lua, but I don't know much else on how it actually works.
The second method is just by bone-merging. If you save the custom animations to a separate model/skeleton; as long as the skeletons are identical, you could bone-merge the models onto the skeleton containing the animation. As an example, if you want an NPC model to have player animations, you could bone-merge it over a player model and hide it. It's not the cleanest method, but it should work the way you want it to. The only con to this is that if the model being bone-merged has any bones that the skeleton it's being merged onto doesn't, they'll have no parent and stretch across the map.
[QUOTE=Dragon52225;41712228]If you don't compile the animation into the character, the character won't actually have that animation, and he'll be unable to use it. As long as you only need it inside gmod however, you could cheat and use lua.
The first method being that you use lua to run the animation. In other words I'm pretty sure there was a lua animation system out there where the animation itself is saved and ran entirely by lua, but I don't know much else on how it actually works.
The second method is just by bone-merging. If you save the custom animations to a separate model/skeleton; as long as the skeletons are identical, you could bone-merge the models onto the skeleton containing the animation. As an example, if you want an NPC model to have player animations, you could bone-merge it over a player model and hide it. It's not the cleanest method, but it should work the way you want it to. The only con to this is that if the model being bone-merged has any bones that the skeleton it's being merged onto doesn't, they'll have no parent and stretch across the map.[/QUOTE]
Yea the first method you mentioned is what I was looking for. Like I said the rape swep uses that method I believe, but I still do not understand how to do that. I am gonna browse the 1 million post of facepunch, and see if I can find anything.
[QUOTE=isaa1;41710980]That'd be awesome.[/QUOTE]
Here, I thought you be interested. [url]http://facepunch.com/showthread.php?t=821202[/url] The only issue, is I am confused on how it works. Whenever I move a bone, it doesn't actually move it.
[QUOTE=bran92don;41749190]Here, I thought you be interested. [url]http://facepunch.com/showthread.php?t=821202[/url] The only issue, is I am confused on how it works. Whenever I move a bone, it doesn't actually move it.[/QUOTE]
You could create a blank model, make the animation for that and then bonemerge the stuff you want on to that.
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