Lets say i have a custom animation made with 3dsmax, what should i do now to make it work in a steam game (tf2 in this case).
Should i spawn a model ingame, and then make it do the animation with a tool, or should i somehow make an object and place that object into a map using hammer.
Also, am i supposed to guess certain animations if they are moving?
Like if i want to make my custom animation run up a staircase and turn left, do i animate in 3dsmax and guess where the stairs start and end ect. or is this all doable ingame and i just have to model the walk animation?
I'm kinda hoping the "object into hammer" thing is possible, seems easier to animate someone holding onto a bar on the ceiling and then jumping down if i could just program it into the map itself ect.
Thanks for the help in advance.
[editline]08:10PM[/editline]
Or maybe some way to add a map into 3dsmax and i can animate everything in there.
[QUOTE=DrFlanigan;22881695]Lets say i have a custom animation made with 3dsmax, what should i do now to make it work in a steam game (tf2 in this case).
Should i spawn a model ingame, and then make it do the animation with a tool, or should i somehow make an object and place that object into a map using hammer.
Also, am i supposed to guess certain animations if they are moving?
Like if i want to make my custom animation run up a staircase and turn left, do i animate in 3dsmax and guess where the stairs start and end ect. or is this all doable ingame and i just have to model the walk animation?
I'm kinda hoping the "object into hammer" thing is possible, seems easier to animate someone holding onto a bar on the ceiling and then jumping down if i could just program it into the map itself ect.
Thanks for the help in advance.
[editline]08:10PM[/editline]
Or maybe some way to add a map into 3dsmax and i can animate everything in there.[/QUOTE]
You could use Crafty and export the BSP to max, and animate using that as a reference, which would be useful if you're using IK seen as it'd just use the bsp brushes as solvers.
Alright now lets rewind.
I understand that first half, but you lost me when you said "brushes" and "solvers".
[editline]04:17AM[/editline]
And "IK"
IK is inverse kinematics, as opposed to forward kinematics. In laymens' terms it's maths to make the bones behave like a real physical puppet, that is, you can grab the hand and move it around, and the upper arm will move to accomodate the hand's movement. The motion is propagating upwards through the skeleton's heirarchy (ie, from child to parent,) therefore, inverse kinematics. Forward kinematics is the simpler kind of animation where child bones cannot influence parent bones.
The ingame implications of this are stuff like character's feet adjusting to different surface heights ingame, while the knee bends appropriately. The "chain" of the IK is the character's whole leg.
A brush is one of the building blocks of binary space partition map editing (BSP, what source uses for architecture ingame) - rectangular prisms, wedges, etc. You know, the things you build with in hammer.
This guy seems to be using some techy terms I think in the attempt to appear knowledgeable or confusing, but there's no real reason you'd need to use the brush as a solver for the IK. You could just keep it in there as a reference to animate your character upon.
And as far as I know you wouldn't need to use crafty either, because hammer can export DXF files which load into max fine, in my experience.
[QUOTE=HarryZhe;22896962]IK is inverse kinematics, as opposed to forward kinematics. In laymens' terms it's maths to make the bones behave like a real physical puppet, that is, you can grab the hand and move it around, and the upper arm will move to accomodate the hand's movement. The motion is propagating upwards through the skeleton's heirarchy (ie, from child to parent,) therefore, inverse kinematics. Forward kinematics is the simpler kind of animation where child bones cannot influence parent bones.
The ingame implications of this are stuff like character's feet adjusting to different surface heights ingame, while the knee bends appropriately. The "chain" of the IK is the character's whole leg.
A brush is one of the building blocks of binary space partition map editing (BSP, what source uses for architecture ingame) - rectangular prisms, wedges, etc. You know, the things you build with in hammer.
This guy seems to be using some techy terms I think in the attempt to appear knowledgeable or confusing, but there's no real reason you'd need to use the brush as a solver for the IK. You could just keep it in there as a reference to animate your character upon.
And as far as I know you wouldn't need to use crafty either, because hammer can export DXF files which load into max fine, in my experience.[/QUOTE]
Eh, if you use the bsp brushes as solvers then you wouldn't need to manually animate characters feet when going up stairs.
Why wouldnt i need to manually animate the feet?
What if im using a custom model?
[editline]05:11PM[/editline]
And i still don't know what a "solver" is.
Unless it means "An answer, a solution, or someone who solves"
AND now that i have the reference and animation done, how would i go about putting this into tf2?
Should i edit an existing models animation, or create some object in hammer and program it into the map, or is there something else i could do?
[editline]07:34PM[/editline]
And by "done" i mean i know how to do it, its not done yet.
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