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Old 01-09-2008, 11:43 PM   #1
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Medkit anims

Well after a long XSI preparation period of adding bones and weightmapping etc. [i r noob], i'm just about ready to do the animation work for the medkit, and this is where it'd be cool to have some input/suggestions on animation cycles.

The model is pretty much the same as ever. 2 hands, one medkit. All finger joints are movable, i'll be making the red and green buttons on the medkit movable soon, and the round buttons would be 'twistable'.. (although that looked funny in my first tests)

Anyway, here are the in-game animation sequences i seem to remember from the decompiled medkit model. The sequences that have several instances are probably cycled through randomly?

Draw

- nothing fancy. hands pull out medkit.


Idle1
Idle2
Idle3

- at least one of these would have a hand pushing buttons and generally acting busy. though it'd be tempting to have stuff going on in all the idle sequences, i think that it'd be annoying quickly.


Hit1
Hit2
Hit3

- obviously the hands would be pushing the medkit forward.. maybe one of the sequences would include a short slap with the kit (or even a strike with a fist), not sure how that'd look though


Miss1
Miss2
Miss3

- these are tricky.. semi-random movements to the side to show the miss? dunno..

(i think that was it, posting from work so cannot check for sure - i also can't look up the fps and length of each animation right now. Aftershock to the rescue! )



Input appreciated!

Last edited by pF; 02-19-2008 at 01:20 PM.
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Old 01-10-2008, 02:02 AM   #2
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How about some sort of error message for one of the misses?
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Old 01-10-2008, 05:24 PM   #3
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yeah...like make the red button flash ERROR or something. That would be cool.
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Old 01-10-2008, 06:48 PM   #4
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Can't wait to see how it comes out
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Old 01-10-2008, 08:21 PM   #5
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Thanks for the work man. I'll see if I can get some Dev feedback.
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Old 01-11-2008, 06:56 AM   #6
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Hiya pF,

Firstly, thanks for helping out Looks like you're doing a good job so far.

Secondly, looks like you're planning to do 10 anims. Getting one of each type is probably a good idea first (a total of 4).

Thirdly, could you expand on exactly what you need in terms of information about 'fps and length' of the anims? (or is that literally it?) As i'll put a message in the dev forum for you.

Thanks again, and good luck!
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Old 01-11-2008, 07:45 PM   #7
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Old 01-11-2008, 09:07 PM   #8
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Hey everybody,


theoretically the error message should work.. i'll take a look at the rpg viewmodel's ammo counter figure out how to animate the texture. I don't think i can have different animations for hitting friendlies / enemies though, the hit sequences all call the same part of the game code, the game then decides whether to dish out either health or ebola (at least that's how i understand ACT_VM_HITCENTER? Aftershock? ).

Maybe [AE] 5316 can whip up something for the vital signs display thing on the medkit..


Aftershock, never mind, i think in this case the length of the animations doesn't matter.. just when replacing guns etc that already have finished animations.. when you just graft a new animation onto it, it could look and sound wierd, sounds not aligned to the new animation and so forth. Since there are no medkit anims yet, it shouldn't be a problem.

As for the multiple Idle, Hit etc. sequences, is it correct that they are randomly cycled (they all call ACT_VM_HITCENTER)?
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Old 01-12-2008, 12:40 PM   #9
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Im still trying to figure the medkit out..

when you go to the doctor, do they grab a medkit box from the wall, push it to your body and heal you?

I thought the best actual "medkit" model was the syringe from tfc; made more sense.

But what you are doing sounds cool as hell. GJ
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Old 01-12-2008, 07:03 PM   #10
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Most Combat Medics carry some sort of Medikit. That's the reasoning...why it's pushed to you is b/c there is no way to animate opening it and pulling out a bandaid or whatever with the speed of the game so instead you just tap them with it.

That or it's magic!
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Old 01-13-2008, 06:42 AM   #11
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It's an electronic box with an automated syringe, basically.
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Old 01-15-2008, 12:32 PM   #12
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Quote:
Originally Posted by -pF-

Maybe [AE] 5316 can whip up something for the vital signs display thing on the medkit..


Get with me in IRC, and I'll see what I can do to help you out. I'm on the quakenet and gamesurge FF channels (#fortressforever)
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Old 01-15-2008, 11:46 PM   #13
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Hey [AE] 5316, thanks for the reply - I've made the green display use a separate vtf, so we/you can still change it around later.. will the .mdl need a recompile to use the animation, or is this kinda stuff dealt with in the vtm? I'm shaky on how it works exactly

But yeah, other than that i haven't done anything else.. building a new box, uni, work.. no time for medkit.
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Old 01-16-2008, 10:17 AM   #14
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when it comes to animations, your guess is as good as mine, lol. Never did get around to figuring that shit out.


How's your google-fu?
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Old 01-16-2008, 04:24 PM   #15
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Texture animations are part of the texture, I think so long as the filename hasn't changed and the UVMapping is the same and whatever else, it won't need to be recompiled.

It's like if I posted an image here, then went back and changed the image, and re-uploaded it to the same place. When you refreshed, you'd see the new image, but nothing on this page actually changed.
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Old 01-16-2008, 04:46 PM   #16
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Yeah i think, if anything, it's changed in the vtm file.. but what is the syntax to have an animation loop? All i've seen are the $frame calls for the RPG ammo display, which call a single frame of an animated texture..
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Old 01-17-2008, 02:18 PM   #17
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didn't somebody do a basic medkit anim? Track that down, and take a peek at how its put together
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Old 01-18-2008, 03:56 AM   #18
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yup, someone did. im using it now. i dont think he actually naimated it, only compiled it.... or something :/
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Old 01-18-2008, 08:40 PM   #19
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Old 02-06-2008, 02:32 AM   #20
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Draw anim done, Idle1 nearly done.
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