Animating/sqaushing MC to a pulp

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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EvilPickels




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Animating/sqaushing MC to a pulp

Post by EvilPickels »

I'm animating this gravity lift and I am trying to get the lifters (thingys that go up) to go up infinitely (which I have done) and stop at one point, so that it doesn't just keep carrying the player up and quite litterally sqaushing him to a pulp against the ceiling of the map.

Also I am trying to make where the gravity lift stops, be solid enough to stand on, and not go to the top, then fall to lifter below it, then get carried up again and fall again. Anyone know how to do this?

I tried deleting th lifters when they got to the right height but when I pressed play all the ones that were supposed to be there until they reached the top, weren't there in the first place.

I'm tihnking sonictag might be able to help on this.
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Danke




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Post by Danke »

lol. You can't delete something in an animation. Why can't you just animate it going up the height you want, then stop, then go down, then stop for awhile? (If I read what you said right).

The way you're describing it, you're only using 1 (or 2 I guess) keyframes.
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EvilPickels




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Post by EvilPickels »

Er... what's a keyframe? Do you means "essential model"? As in one that is the most important?

What I'm trying to do it to make the lift go up to a certain point. So it doesn't just keep on going up to way past the level.

So:



_____ <<<<stop point, solid ground.
_
_
_
_
_ <<<These are lifter, they go UP ^
___
/ \ <<<<Gravity lift metal pad thingy at bottom.


I've thought of what you said about making it go up stop then go down, well here's my answer:

The lift is to tall and the number of frames I am allowed is to small, so no. I'll check into seeing if I can up that number later.

And My blasted computer keeps freezing up when I boolean something, I've had to start over 3 times already and wasted to many fricking hours...

Blasted fricking computer errors...

On a better note I did get the other map to export to .jms file, but whne I tried to save I got "Error-save function not enabled" so that's jsut plain great isn't it? :roll:

I'm pretty sure soncitag has something to say to this (sonic are you out there?) since I'm using his advice for the grav lift.

Help?
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Danke




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Post by Danke »

Increase the number of frames. There should be a button by the key (next to animate) that looks like a clock (I'm not sure, that might be in r2.5). It's in that area atleast (might be the key).

Anyway, frames are timed intervals of animations and key frames are parts of the animation where something set happens and the frames between key frames are animated automatically. Basically at frame 0, I'd put the lift at the bottom. Then at, say 30 (this is just me spitting out numbers, these won't fit halo), put it at the top, then at say 50 keep it at the top, then at 80 put it at the bottom.

That way 0-30 is the lift going up, 30-50 is it waiting at top, 60-80 is the fall, and 90-100 is the wait at the bottom, and then it goes back to the beginning.
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TheMissingLink117





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Post by TheMissingLink117 »

It won't work, Even when you get the correct animation, trust me. I already made a gravity lift, you can see it in the tags or halo ce general section. It's still being worked on, but it might be hard since halos netcode is extremely terrible.
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