Animations smoothness depends on the animators skill.
Wait, quick question, if i were to have a a ragdolls have to the right, then the next frame to the left, would i be a smooth transaction or would something else.
[QUOTE=SlayerFin;24393553]Animations smoothness depends on the animators skill.[/QUOTE]
Tools can always limit or blossom an animator's creativity.
This looks REALLY fun to use :v:
[QUOTE=amcwatters;24392982]Technically speaking, that would depend on the animator, but you should do some motion-based research on how to get this looking decent for the average Joe.[/QUOTE]
I thought of quadratic and cubic spline interpolations, but I still have to do some research since I haven't had them in school yet. The first release will have linear interpolation only. Also, average Joes should either try harder or have weak animations.
[QUOTE=Darkomni;24392983]Also, will you give us the option to choose between multiple smoothing techniques? Or maybe even write our own? SFM has taught us that jerky, unsmoothed animation is no good.[/QUOTE]
See above. And you can set how fast the animations run and how many interpolations should be done. Theoretically, you could have 1000 fps out of a ten seconds animation with 10 created frames. The only limitation would be Garry's Mod itself or your PC.
And yes, you can write your own interpolation technique. It's executed in the type itself. You have to write/edit a type. These get i.a. the frametable and the current animation position as parameters.
[QUOTE=Wombo194;24393657]Wait, quick question, if i were to have a a ragdolls have to the right, then the next frame to the left, would i be a smooth transaction[/QUOTE]
Yes.
This'll be perfect for machinimas, and looks really fun to use.
I read dictators mod :saddowns:
[QUOTE=Wombo194;24375201]like pivot,[/QUOTE]
[QUOTE=Wombo194;24375201]a saving system[/QUOTE]
I really hope this happens.
I am [i]SO[/i] used to Pivot.
I hope that it is like pivot...
if it is... oh well...
*me insta-downloads this addon*
This seems like its going to be nice.
Nice idea,can't wait for it to be released!
It's not about who does it first, it's about who does it better.
[QUOTE=grea$emonkey;24428499]It's not about who does it first, it's about who does it better.[/QUOTE]
And makes it more user-friendly.
The Beta's nearly done. I'm working on better performance and debugging it. Also, some minor features (error messages in chat or in console etc.) will be added before the first release.
Depending on the circumstances in real life, it [I]may[/I] come out in this week.
Also, I wrote a quick list of the current commands, types and scripts. But be warned: It's not user-friendly written yet. (Link removed, [URL="http://svn.gmod.de/svn/directorsmod/trunk/Manual.txt"]here[/URL]'s the current manual)
[QUOTE]And makes it more user-friendly.[/QUOTE]
The first versions have their focus in quality but not in user-friendliness. If I'm finished, I MAY write GUIs, but in my opinion, commands are faster to execute than GUIs and require not much practice. Instead of writing a GUI, I would rather write a detailled tutorial that describes how to use DMod in normal and advanced ways.
For managing scenes (moving/copying/deleting frames), you only have to have the data/dmod/ folder opened and know how to move/copy/delete files.
Maybe I'll find a friendly LUA-Coder doing the GUI stuff if it's actually needed.
[QUOTE=JokeSpeaker;24458039]The first versions have their focus in quality but not in user-friendliness. If I'm finished, I MAY write GUIs, but in my opinion, commands are faster to execute than GUIs and require not much practice. Instead of writing a GUI, I would rather write a detailled tutorial that describes how to use DMod in normal and advanced ways.
For managing scenes (moving/copying/deleting frames), you only have to have the data/dmod/ folder opened and know how to move/copy/delete files.
Maybe I'll find a friendly LUA-Coder doing the GUI stuff if it's actually needed.[/QUOTE]
As long as I can make a not-poorly done machinima.
[QUOTE=JokeSpeaker;24458039]it [I]may[/I] come out in this week.[/QUOTE]
Awesome.
[QUOTE=gk99;24452095]And makes it more user-friendly.[/QUOTE]
That's part of what makes it "better".
Now if only someone remade SFM or even got it to work with gmod :swoon:
I have an idea, make it so you can parent a camera to a part of the animated ragdoll.
[QUOTE=Crossu88;24553548]I have an idea, make it so you can parent a camera to a part of the animated ragdoll.[/QUOTE]
Awesome. You could do a first person free running shot in one take :]
Director's Mod can be downloaded per SVN now.
It's still under development. Stuff might be changed, while new features will be added and bugs will be fixed. Don't hesitate to give me suggestions for improvement and report bugs.
You don't need to worry about your animation files. If they should get incompatible with newer versions, I'll release a converter.
To add DMod to GMod, you should create a new folder in the addons folder. The name doesn't matter. Checkout the folder with this url: [U][noparse]http://svn.gmod.de/svn/directorsmod/trunk/[/noparse][/U]
You can download it from [URL="http://www.garrysmod.org/downloads/?a=view&id=109620"]garrysmod.org[/URL], too. But I would suggest you to use SVN if you can.
After downloading, you can read the tutorial and the manual which have been added to the new folder with DMod.
I'll edit the first post sometimes. Some stuff there don't fit with the new versions anymore.
If everything goes well, I'll add better interpolation techniques (f.e. cubic spline interpolation), more types and more features. You can expect some improvements in existing features, too. Only one thing: Think with Valve Time. It's getting busy here.
[QUOTE=Crossu88;24553548]I have an idea, make it so you can parent a camera to a part of the animated ragdoll.[/QUOTE]
Just weld it.
[QUOTE=JokeSpeaker;24639851]Director's Mod can be downloaded per SVN now.
It's still under development. Stuff might be changed, while new features will be added and bugs will be fixed. Don't hesitate to give me suggestions for improvement and report bugs.
You don't need to worry about your animation files. If they should get incompatible with newer versions, I'll release a converter.
To add DMod to GMod, you should create a new folder in the addons folder. The name doesn't matter. Checkout the folder with this url: [U][noparse]http://svn.gmod.de/svn/directorsmod/trunk/[/noparse][/U]
You can download it from [URL="http://www.garrysmod.org/downloads/?a=view&id=109620"]garrysmod.org[/URL], too. But I would suggest you to use SVN if you can.
After downloading, you can read the tutorial and the manual which have been added to the new folder with DMod.
I'll edit the first post sometimes. Some stuff there don't fit with the new versions anymore.
If everything goes well, I'll add better interpolation techniques (f.e. cubic spline interpolation), more types and more features. You can expect some improvements in existing features, too. Only one thing: Think with Valve Time. It's getting busy here.
Just weld it.[/QUOTE]
heres a quick suggestion, I'm a dumbass, Plus im autistic, So I'm wondering if you could make a menu, Like the latest ragmorph or cinemahelper v4.0
[QUOTE=PWNSCOUTMOVIES;24641623]heres a quick suggestion, I'm a dumbass, Plus im autistic, So I'm wondering if you could make a menu, Like the latest ragmorph or cinemahelper v4.0[/QUOTE]
He'll probably add one later on in development. Remembering a few console commands isn't too too hard, you could just write them down if really needed.
JokeSpeaker's friend on youtube commented on his tutorial for this explaining how JS would be happy for anyone else to come up with a menu, but he feels that one isnt required and therefore probably wont produce one himself
Just to clarify
Very difficult make machinima with that mod because it need over9000 hours
[highlight](User was banned for this post ("Memeshit" - grea$emonkey))[/highlight]
this is complicated as fuck
[QUOTE=giizismukwa;24646414]this is complicated as fuck[/QUOTE]
Say no more, i expected something more user-friendly stuff and not messing with console.
This needs a GUI. Maybe someone who write one up. This isn't n00b proof as far as I'm concerned. No offense though.
[QUOTE=Sodisna;24657751]This needs a GUI. Maybe someone who write one up. This isn't n00b proof as far as I'm concerned. No offense though.[/QUOTE]
Yeah, I requested that in the requests part, However no-one has got around to doing one yet,
If I had built in a GUI then your next problem would have been how complicated DMod is. If you were able to understand how to use DMod itself then you would be able to use the console, too.
It's not a toy like almost every addon is. It is something that requires a brain and work.
Learn how to use the console. It's faster than a GUI and easy if understood.
That isn't really the point though. As was said before you should at least add it in as an optional feature. Those who can use the console faster can do so, and those who aren't as technical with stuff are able to use the GUI.
I'd be more than happy to feature this mod on our news site in its current state, however, I'll wait to see what you do with it next first. :smile:
Anyway, this looks really nice, and definitely has a lot of potential behind it. I'd definitely see myself using it.
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