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Showing results for tags 'Animations'.
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Hello there again team!! I have an animated 3D model with 2 animations: IDLE or STAND (frames: 0 to 400) TALKING (frame 0 to 950) And with a version of SimpleAnimation.lua like this: Script.Speed=4.0--float Script.Sequence="0"--string Script.Anim2Speed=4.0--float Script.Anim2Sequence="0"--string function Script:Start()--in self.entity:PlayAnimation(self.Sequence,self.Speed/100.0,1) end function Script:CambiaAnim()--in self.entity:PlayAnimation(self.Anim2Sequence,self.Anim2Speed/100.0,1) end With this script I can change the animation ok. But I need change animation from IDLE to TALKING and TALKING animation start from frame 450. Can I change the animation of my model starting always from frame 450? Is possible? Thank you very much!!
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- split animations
- model animations
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when i import a new weapon and add a diffuse.shader and textures in the material editor and save this all the animations stop playing of the weapon or they play stupid in the model editor and ingame when i remove the material in model editor of my weapon and add a fake empty material the animation are playing again in the model editor and ingame and when i change rotation to of the weapon 90 degrees is ok but when i use -9.0 on the y axis the weapon disappeare but when its -8.0 first the weapon is not there ingame but when i use left mouse to fire, the weapon appeare on screen ingame, this is both on steam leadwerks 4.5 and 4.6beta standard edition
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- animations
- weapon
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So, I have a mesh with lots of animations and I forgot to make 1 animation. How can I add new animation from separated fbx file? Like, maybe save it with that 1 animation, without mesh but with same Armature or what; and after that, what shouldI do with it, how to link it? I've tried to export armature with some keyframes without mesh, but Leadwerks didn't see any keyframes. And I can't fnd any tutorial about it. Looks like these are obvious things, but I can't figure it out.
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I modelled a gun with basic animations in blender, and i want to put the gun with its animations into leadwerks, but when i export it as an fbx, no matter what export settings i pick, the animations for the .mdl (in the model editor) show nothing, its just empty, any ideas how to fix this? im kind of new to both programs.
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Just had a few questions regarding Weapon sizing and animation FPS. First, when importing a weapon and getting it all set up, how small should the weapon be? What I mean is if it is too big when playing in-game the model will go though the walls, so I just wanted to know if there is a general size recommendation or if it's just trying till it works. Second, when it comes to animating a weapon, what fps should I be focusing on? I use Blender to animate and I use 30 FPS to view the animations. That's about it thank you for any help
- 1 reply
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- Animations
- Weapon
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Hello everyone, I've got a problem using a Mixamo animated model in Leadwerks. The model is correctly exported in FBX and after imported in Leadwerks, however the engine can't find the textures and the animations don't work.. I'm using a TPS template and the character stays still in T position, even if it is correctly moving forward and backword on my key input. How can I activate the animations using key input? Thank you !
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Hi all, I'm fairly new to the Leadwerks Engine and i'm having trouble with loading in my Viperscout 3D model I bought after seeing the Youtube video with it driving on terrain in Leadwerks. (DEXSoft games) I am able to load the model with the material applied to it and the model is showing when I run it, but if i double click the model in the Asset browser, there are no animation sequences in the Animation tab. None at all. So all I have now is a static model with no wheels turning etc. Am I missing something? I was under the impression that the model came with animations in it, but now it is more like a static prop for decoration. Thanks a lot! Mark
- 4 replies
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- Animations
- Viperscout
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