Custom exit animation problem...

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DocOctavius





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Custom exit animation problem...

Post by DocOctavius »

I'm trying to make an exit animation for my turret, and for some reason I can't get the biped to move at all- he's supposed to jump up a little and to the right, and the pivot point of bip01 just stays there while the animation runs, and then he pops out of the sky 5 feet to the right after the exit animation is over. Any ideas?
I know the basics of animation (I've gotten multiple custom anims in game), but I can't seem to find the marker to animate so the cyborg moves like other vehicle exit animations... do I add another marker to the 3p animation, like #gunner or something, so it moves relative to the turret?

Thanks for your help in advance...
DocOctavius





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Post by DocOctavius »

Ok... I'll be more specific I guess...

My #gunner enter marker seems to be where the enter animation starts, but the exit animation makes the MC walk in place, attached to the gunner marker apparently. From examining the markers of other vehicles like the banshee, it seems that the exit animation should reference the enter marker, but I'm thinking it may end up being the camera or something... does anyone know what I'm talking about? This is the last bug I need to fix with my turret...
Patrickssj6




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Post by Patrickssj6 »

I know what you are talkin about but in the jmo animation there are certain freame which are also for exiting and thats were you got to move the #gunner
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DocOctavius





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Post by DocOctavius »

Ok, you mean like in my "stand fixed aim still.jmo" there's a frame that I have to move my gunner marker in? Please elaborate...
Patrickssj6




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Post by Patrickssj6 »

Yep but i dunno whihc ones.I think the problem it they are the same one as entering.Can you please bring the list up agaian?
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DocOctavius





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Post by DocOctavius »

Code: Select all

frame body
  frame pole
    #camera
    #camera gunner
    #gunner
    #gunner enter
    #gunner left foot
    #gunner right foot
    frame turret
       #gunner left hand
       #gunner right hand
       #primary ejection
       #primary trigger
       frame barrel
         turret_barrel
       turret_gun
    turret_pole
  turret_base
Those are my nodes and markers... any ideas?

BTW I just noticed that the Halo 2 turret does almost the same thing, so if I can't improve on this immediately, I'll just leave it as it is. Thanks for your help though...
Patrickssj6




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Post by Patrickssj6 »

I meant that frame thinbgs like frame 1=up
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