ParaToxic Posted April 6, 2012 Share Posted April 6, 2012 Hey I have a model here(hands model from FPS creator pack) with 161 animation frames.I opend it in Fragmotion and exported the model to FBX.Then I converted the model to gmf and now I have 243 animation frames,so the framestart und frameend of the animationpieces aren't right now. Why is that so? and how can I fix that. Thanks Quote Link to comment Share on other sites More sharing options...
Josh Posted April 6, 2012 Share Posted April 6, 2012 The conversion process creates an animation frame for each time step, to make it so it's ready to load right into the engine with no preprocessing. This makes animation fast because the engine only needs to look up the closest two values in the animation array, instead of stepping through a lot of variable time frames. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
ParaToxic Posted April 6, 2012 Author Share Posted April 6, 2012 So is there a way to find out the new framelist for the animationpieces? Quote Link to comment Share on other sites More sharing options...
Josh Posted April 6, 2012 Share Posted April 6, 2012 No, it's just an internal member of the entity class, with an array of translations and quaternions. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Clackdor Posted April 6, 2012 Share Posted April 6, 2012 Trial and error? Quote Link to comment Share on other sites More sharing options...
ParaToxic Posted April 6, 2012 Author Share Posted April 6, 2012 But how it is made in the Animation Tutorial for C++ with the crawlet Model. There are some sequences too with the given frameareas Quote Link to comment Share on other sites More sharing options...
gamecreator Posted April 6, 2012 Share Posted April 6, 2012 AnimationLength? Quote Link to comment Share on other sites More sharing options...
ParaToxic Posted April 7, 2012 Author Share Posted April 7, 2012 Ahhh ok Never Seen the Countanimations and animationlength commands But AnimationLength is only for sequences.Sry for my bad english but I mean the pieces in one animationsequenc like: Frame 1 - 19 hands up Frame 20 - 48 Idle .... But now I have new frames und the framestart and frameend of the different pieces moved.Do I have to guess them? Quote Link to comment Share on other sites More sharing options...
ParaToxic Posted April 7, 2012 Author Share Posted April 7, 2012 Ok problem solved.Have changed the FPS of to animation from 20 to 30.25 .Now I have the same animationframes in the converted file Quote Link to comment Share on other sites More sharing options...
Game Producer Posted June 24, 2012 Share Posted June 24, 2012 Encountered this same issue. Couldn't change animation speed to 30.25 in Ultimate Unwrap... but in theory, was wondering if I could just multiply my start, end frames with the original vs new count ratio. For example, if my animation contains frames and new gmf file contains frames, then in theory... I should multiply my start/end frames by 6875/5500=1,25 - I might do fine? To the test pod batman! --- seconds later Yay, works! (at least with 2 randomly chosen animations) Quote Intel Dual Core 3GHz / GeForce GTS 450 - 1024 MB / Driver ver 267.59 / 8 GB RAM / Win 7 - 64 bit / LE2.50 / BMAX 1.48 game producer blog - Dead Wake Zombie Game powered by Leadwerks Engine Twitter - Unfollow me Link to comment Share on other sites More sharing options...
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