[QUOTE=JokeSpeaker;25869274]That is what DMod does. What exactly are you asking?[/QUOTE]
Really? In the videos it looked like the ragdolls just teleported between the locations.
[QUOTE=Talishmar;25912052]Really? In the videos it looked like the ragdolls just teleported between the locations.[/QUOTE]
It's because the authors used low amounts of interpolations.
This video has many interpolations:
[url]http://www.youtube.com/watch?v=2LU_LDQEzH8&feature=player_embedded[/url]
well that solved the cache problem, however sadly theres another problem now in rev9. when i animate it, the code works however, this is what happens.
[IMG]http://i630.photobucket.com/albums/uu28/dustils/hl22010-11-0712-07-04-95.jpg[/IMG]
code i used:
dmod_new bob phys test1/ +1,2,3,4,5 2.5 10 0
im unsure if this is happening to anyone else but this is happening to me
This happens if you use another ragdoll that has a different bone set while creating the keyframes or if you animate between two completely different poses.
What ragdoll/model did you use while creating the keyframes and what poses are stored in the keyframes?
[QUOTE=JokeSpeaker;25919473]This happens if you use another ragdoll that has a different bone set while creating the keyframes or if you animate between two completely different poses.
What ragdoll/model did you use while creating the keyframes and what poses are stored in the keyframes?[/QUOTE]
its not that its a different ragdolls. and isnt this what Dmod does? animat between 2 different poses or more in an order?
either way ill record a video of what happens to show you. if it works though later of course thats good but ill still make a vid.
[QUOTE=dustils;25929909]and isnt this what Dmod does? animat between 2 different poses or more in an order?[/QUOTE]
Yes, but for example you can't animate a 180 degree rotation with only 2 keyframes. The lower bones will go up and the upper bones will go down. What you see in the middle of the animation is a messed up ragdoll.
I've tested the current version and it worked perfectly. If you're going to film the animation then do it twice, please. Once with interpolations and once without interpolations (interp = 0). Both should be run with 1 kfps.
heres what happens when i use rev9
[url]http://www.youtube.com/watch?v=SZ8njCA2LjI[/url]
[media]http://www.youtube.com/watch?v=SZ8njCA2LjI[/media]
skip over to the last 20 seconds so u can see what happens when i animate it
[QUOTE=1STrandomman;25898413]It already has tweens. That's what the "interps" value does.[/QUOTE]
Well that explains why my animations are ridiculously slow!
This mod very useful through!
[QUOTE=dustils;25943364][...][/QUOTE]
Try it with a new and clean garrysmod folder. If this works then there's some addon conflicting with DMod.
I have problem w DMod.
I'm making frames putting "dmod_new lol phys test1/ 1", next "2" etc.
But when i'm trying animate my ragdoll by putting "dmod_anim lol phys test1/ +1,2,3,4,5 6 15 0" console says "Failed: File not found: dmod/test1/phys_1.txt"
I checked myself in garrysmod/data/dmod/ and there wasn't any new folders or *.txt files, just "settings.txt"
This one is Rev9. Sorry for bad spelling, english isn't my native language.
This will be useful.
[QUOTE=Fiefio;25956563]I have problem w DMod.
I'm making frames putting "dmod_new lol phys test1/ 1", next "2" etc.
But when i'm trying animate my ragdoll by putting "dmod_anim lol phys test1/ +1,2,3,4,5 6 15 0" console says "Failed: File not found: dmod/test1/phys_1.txt"
I checked myself in garrysmod/data/dmod/ and there wasn't any new folders or *.txt files, just "settings.txt"
This one is Rev9. Sorry for bad spelling, english isn't my native language.[/QUOTE]
you have to make the folders yourself, although I am still using version 7.
Dmod_director is quite confusing since there isn't an example syntax. Should it be like this:
dmod_director "playtafel;10;playbarney;10"?
Sorry for the bump, but I kinda need an answer.
I'm sorry for the late reply.
[QUOTE=Fiefio;25956563]I have problem w DMod.[...][/QUOTE]
I've tested it on Rev9 and it worked without problems. Try kimbas solution and if it still doesn't work then try the same with a new and clean garrysmod folder.
[QUOTE=kimba23;26176473]you have to make the folders yourself, although I am still using version 7.[/QUOTE]
Well, I don't have to do that but it may depend on the OS. I'm using Windows.
[QUOTE=Recurracy;26199375]Dmod_director is quite confusing since there isn't an example syntax.[/QUOTE]
Example: dmod_director "say hello" 2 "say world" 2 "say .";
(works with all commands but the commands should be written in quotes if they have arguments)
[B]Coming with Rev10:[/B]
[B]GUI:[/B]
[url]http://i52.tinypic.com/23koex2.jpg[/url]
- More than one window at the same time
- Movable windows
- Little car display showing how fast a single loop runs
- Custom values not listed in the GUIs by changing the values in the textboxes manually
- Command preview for copying and a button for executing the command.
[url]http://i52.tinypic.com/2i71w0z.jpg[/url]
- Easy access through the main menu opened by a single keybind
- GUIs for starting and stopping animations and creating keyframes
- Shortcut commands to certain windows which can be bound to keys
[url]http://i55.tinypic.com/ega8tw.jpg[/url]
- Hideable windows
[B]Ghost Remover STool:[/B]
[url]http://i54.tinypic.com/dw2tlv.jpg[/url]
[url]http://i52.tinypic.com/2uojmef.jpg[/url]
To be honest, this is just too hard and boring, Henry's animation Tool is better. Again, sorry.
You can't animate eyes and faceposes and all this stuff with Henry's tool.
I'm really looking forward to make awesome machinimas with your tool, Joker.
Nice work Joker! I hope this tool will now become the breakthrough in the Gmod scene that it deserves to be!
[QUOTE=Ursus Awesomeus;26331076]You can't animate eyes and faceposes and all this stuff with Henry's tool.
[/QUOTE]
actually, you can already face-pose, Heres a lit of things to come on HAT.
eye animating
fingerposing
colour tweening
NPC waypoints
and much more.
[QUOTE=x732;26337136]actually, you can already face-pose, Heres a lit of things to come on HAT.
eye animating
fingerposing
colour tweening
NPC waypoints
and much more.[/QUOTE]
Obviously english isn't one of them.
i never did get the latest dmod to work, and i never got HAT mod to work either.so i just used the old version of dmod lik 1.2 i think. and made some of my video with it. the intro has most of the dmod i used for this. hope you enjoy.
[media]http://www.youtube.com/watch?v=G__Y7M7WX_c[/media]
[QUOTE=dustils;26490230]i never did get the latest dmod to work, and i never got HAT mod to work either.so i just used the old version of dmod lik 1.2 i think. and made some of my video with it. the intro has most of the dmod i used for this. hope you enjoy.
[media]http://www.youtube.com/watch?v=G__Y7M7WX_c[/media][/QUOTE]
It's stolen, Unless theres proof your SWGMovies, you stole it.
[QUOTE=Dat random guy;26528153]It's stolen, Unless theres proof your SWGMovies, you stole it.[/QUOTE]
Who cares? It was made with Dmod and it looks awesome.
@Joker:
Just tested Henry's Tool. Damn it dropped my fps way too much. I think your tool cant be copied so easy just with a GUI ;). I am looking forward for yours be released with GUI. Then the rest of the community will realize Dmod is the way to go :).
Could you add a frame counter, or the ability to jump to specific keyframes? Sometimes I make a mistake in the middle of an animation someplace, and I can get to it by setting the fps low and watching for it, but then I don't know what frame to set it to once it's fixed.
[QUOTE=1STrandomman;26539687]Could you add a frame counter, or the ability to jump to specific keyframes? Sometimes I make a mistake in the middle of an animation someplace, and I can get to it by setting the fps low and watching for it, but then I don't know what frame to set it to once it's fixed.[/QUOTE]
You can already do it. Just go to the Tool "See" and you can go through every keyframe. Also i think you can delete keyframes with the "Create" Tool and add a new keyframe replacing that one. Try using that. I may help you in more detail but i gotta go now.
[QUOTE=Dat random guy;26528153]It's stolen, Unless theres proof your SWGMovies, you stole it.[/QUOTE]
this is my steam id to prove it.
[url]http://steamcommunity.com/id/NeibeG[/url]
ask like mendelevius or scoutking, they know me as well.
[QUOTE=dustils;26575847]this is my steam id to prove it.
[url]http://steamcommunity.com/id/NeibeG[/url]
ask like mendelevius or scoutking, they know me as well.[/QUOTE]
I really like it. It proves what nice movies can be created with Dmod.
I might make a hacky version of my GUI to fit DMod, but the method in which DMod saves and loads keyframes is a bit urky and doesn't fit well with my GUI. I'll be happier to work on DMod if an unobfuscerated version is released.
If this post doesn't make any sense, it's because I'm sleep deprived.
Rev10 is theoretically finished but it has to be tested before being released since there have been major changes in the engine (splitting into client-/serverside and networking).
[QUOTE=1STrandomman;26539687]the ability to jump to specific keyframes[/QUOTE]
The <start> argument does that. But <start> jumps to the specific frame which includes keyframes AND interpolations. To jump to the specific keyframe, you have to calculate the <start>-value:
<start> = (keyframenumber*(interpolations+1))-1
[See chapter 3.2 "Start position" in the tutorial]
[QUOTE=Hentie;26619277]but the method in which DMod saves and loads keyframes is a bit urky[/QUOTE]
What exactly is "urky" with that?
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