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 Some Model Issues (Half Solved)

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Banditka95

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PostSubject: Some Model Issues (Half Solved)   Wed May 31, 2017 1:18 pm

1.) Preset Problem DONE

So first problem is a scrolling animation problem, i dont know if it is the code or if it is something else so my friend told me about it and i tried it myself, after i used the scrolling animation that should only be on a small area on the body, it animated the whole body instead, here is a pic:

https://s12.postimg.org/6uvr2evkt/screenshot05312017_145811946.png

meant are only the paws to be animated but instead of them the whole body is glowing (compare the head with the body).

This is the animation code i used and i want to add that we also tried to remove some parts like the ambient code but it still glowed white:
Code:
 


2.) Animation Problems

Other problem is i want to remove/make few animations slower and another friend told me that these things can only be fixed in the source code, but we dont know what line they are in the source code.

2.1) DONE
The first one was when the model is staying only, after i click alt-right the head starts to move right and left by itself, we want to remove that the head moves left and right by itself after clicking alt-right.

2.2)
The other one is to make the model blink less, like atm the model is blinking like 3824729734289473 times per second, its annoying when someone wants to make a screenshot and it also looks unnatural xD.

Does some know what line we have to edit to fix the animations in Nr2.2? confused


Last edited by Banditka95 on Fri Jun 02, 2017 8:01 pm; edited 2 times in total
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ObeyTheFist

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Server : Dragon's Den
Female Posts : 514
Join date : 2012-09-07
Location : Australia

PostSubject: Re: Some Model Issues (Half Solved)   Thu Jun 01, 2017 6:17 am

I think I can help with the first one.

texture Banditka95_IzanamiMagicTex.png
tex_address_mode wrap
filtering trilinear
colour_op replace <--------Delete this line!
rotate_anim 0.1
}
texture_unit
{
texture Banditka95_IzanamiBodyTex.png
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend <--------Delete this line!
}
}
}
}

Those two lines are basically messing with the light levels on the model for the parts those textures are on. You don't actually need them anyway. Wink
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Banditka95

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PostSubject: Re: Some Model Issues (Half Solved)   Thu Jun 01, 2017 12:11 pm

I fixed the preset-animation problem XD it was so weird i just had to make the magictexture for it as an "jpg" and not "png" wtf thx Obey Very Happy
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Witacha
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PostSubject: Re: Some Model Issues (Half Solved)   Thu Jun 01, 2017 4:24 pm

2.1)

search for

//Random head turning during idle


delete
Code:
//Random head turning during idle
 if (!freeLook)
 {
 if (idleTurnFlag != 0)
 {
 String tTurnAnim = ((idleTurnFlag == 1 || idleTurnFlag == -1) ? "TurnLeft" : "TurnRight");
 Real tRandomSpeed = Math::RangeRandom(0.1, 0.5);

 if (idleTurnFlag>0 && (mBodyEnt->getAnimationState(tTurnAnim)->hasEnded() || animBase != "Idle"))
 {
 idleTurnFlag *= -1;
 }

 mBodyEnt->getAnimationState(tTurnAnim)->addTime((idleTurnFlag<0 ? -1 : 1) * evt.timeSinceLastFrame * tRandomSpeed);
 mHeadEnt->getAnimationState(tTurnAnim)->addTime((idleTurnFlag<0 ? -1 : 1) * evt.timeSinceLastFrame * tRandomSpeed);
 if (mManeEnt)mManeEnt->getAnimationState(tTurnAnim)->addTime((idleTurnFlag<0 ? -1 : 1) * evt.timeSinceLastFrame * tRandomSpeed);
 if (mTuftEnt)mTuftEnt->getAnimationState(tTurnAnim)->addTime((idleTurnFlag<0 ? -1 : 1) * evt.timeSinceLastFrame * tRandomSpeed);

 if (mBodyEnt->getAnimationState(tTurnAnim)->getTimePosition() <= 0)
 {
 mBodyEnt->getAnimationState(tTurnAnim)->setEnabled(false);
 mHeadEnt->getAnimationState(tTurnAnim)->setEnabled(false);
 if (mManeEnt)mManeEnt->getAnimationState(tTurnAnim)->setEnabled(false);
 if (mTuftEnt)mTuftEnt->getAnimationState(tTurnAnim)->setEnabled(false);
 idleTurnFlag = 0;
 }
 }
 else if (animBase == "Idle" && Math::UnitRandom()>0.997)
 {
 idleTurnFlag = (Math::RangeRandom(0, 10)>5 ? 1 : 2);
 String tTurnAnim = (idleTurnFlag == 1 ? "TurnLeft" : "TurnRight");

 mBodyEnt->getAnimationState(tTurnAnim)->setEnabled(true);
 mBodyEnt->getAnimationState(tTurnAnim)->setLoop(false);
 mBodyEnt->getAnimationState(tTurnAnim)->setTimePosition(0);
 mHeadEnt->getAnimationState(tTurnAnim)->setEnabled(true);
 mHeadEnt->getAnimationState(tTurnAnim)->setLoop(false);
 mHeadEnt->getAnimationState(tTurnAnim)->setTimePosition(0);
 if (mManeEnt)
 {
 mManeEnt->getAnimationState(tTurnAnim)->setEnabled(true);
 mManeEnt->getAnimationState(tTurnAnim)->setLoop(false);
 mManeEnt->getAnimationState(tTurnAnim)->setTimePosition(0);
 }
 if (mTuftEnt)
 {
 mTuftEnt->getAnimationState(tTurnAnim)->setEnabled(true);
 mTuftEnt->getAnimationState(tTurnAnim)->setLoop(false);
 mTuftEnt->getAnimationState(tTurnAnim)->setTimePosition(0);
 }
 }
 }
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Banditka95

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PostSubject: Re: Some Model Issues (Half Solved)   Fri Jun 02, 2017 7:58 pm

Worked, ty Witacha Very Happy
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Witacha
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PostSubject: Re: Some Model Issues (Half Solved)   Fri Jun 02, 2017 8:33 pm

By the way 2.2) i have the same problem i'm trying to find how to reduce it but atm i just found how to delete the blink action which is weird LOL if i find it i'll post here :3
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Banditka95

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PostSubject: Re: Some Model Issues (Half Solved)   Sat Jun 03, 2017 1:24 pm

Alright thx Very Happy
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