DudeAwesome Posted April 17, 2014 Share Posted April 17, 2014 its just a small hack i guess to give us the opportunity to give animations in the model editor a name. some of my models have a lot of animations and a quick look into the model editor to see which ID is what kind of animation would be helpful instead of looking always into the keyframes. 1 Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
YouGroove Posted April 17, 2014 Share Posted April 17, 2014 +10 Already asked long time ago. Would make workflow lot more simple : You would code directly code play("walk") and it will spare you to not have to create a correspondance each time anim.walk = 0 anim.run = 1 etc ... + ability to play or in loop animations sequence to test with a slider to adjust speed. We use LE3 super basic model tool, it does the super minimum requirements, would be time some to make it more friendly. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
bandrewk Posted April 17, 2014 Share Posted April 17, 2014 I requested something similar a while ago: http://www.leadwerks.com/werkspace/topic/8006-leadwerks-model-editor-improvements/ I'd recommend you manage sequences by yourself (in code using keyframes) or use the GMF SDK to build your own model editor for Leadwerks. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted April 17, 2014 Share Posted April 17, 2014 I'd recommend you manage sequences by yourself (in code using keyframes) or use the GMF SDK to build your own model editor for Leadwerks. No way i would do that, i won't program 3D editor basic tools, or i'll would use Ogre 3D or other 3D engines. Managing keyframes by code can be a solution, but it's more programmer taste solution. More hight level solution is put name and start-end frames on the model editor and that's it, your code is independant, because calling : play("walk") will never have to be changed if you change your character frames. Show bones This is an major feature missing. I always have to switch to another tool to check where the bones are actually located. An option to show bones would be nice. "Extract Animation Sequence" The tab order is broken in this window. This gets annoying when extracting multiple animation sequences. In my opinion, the tab order should be: First Frame -> Last Frame -> OK -> Cancel . "Resize Model" When resizing a model to fit a specified size, it would be nice to see the resulting scaling from the original size in percentage. Model editor window Having the model editor and Leadwerks stick together when minimizing is annoying. I would like to be able to minimize Leadwerks independently of the model editor. Animation sequences The drop down list is good for a few sequences, once you start using 20-30+ this is pain. I would suggest a list for it, just as the bones are shown. Another thing missing here is re-ordering sequences. Needed indeed. I add more usefull ones : Show axes option : to be able to see if your imported model is right aligned for LE3 engine. Grid option : To be able to viwe if your imported model is too big or too small Play/Play Loop animation : abiltity to play animation in LE3 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Rick Posted April 17, 2014 Share Posted April 17, 2014 Play/Play Loop animation : abiltity to play animation in LE3 Can you elaborate on this because you can already play animations in LE via the AnimationManager.lua file. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted April 17, 2014 Share Posted April 17, 2014 Sorry, i meaned in LE3 model editor as this is the main concern here Quote Stop toying and make games Link to comment Share on other sites More sharing options...
DudeAwesome Posted April 17, 2014 Author Share Posted April 17, 2014 jep! playbutton would be sick I was looking for something like that but it seems like I have to do it manually in the editor with the keyframe markers. I rly hope there is coming some kind of mod support for leadwerks that I can implement my own tiny stuff. Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
YouGroove Posted April 17, 2014 Share Posted April 17, 2014 I rly hope there is coming some kind of mod support for leadwerks that I can implement my own tiny stuff. Already asked multiple times also. Time passes and important or essential features just got forgotten , you never know what will be taken account or approoved. Only thing you know , it could be implemented if enought people ask it regulary , but it could take ages to come. Even simple things as uniform scale Gizmo. LE3 have some general roadmap, but for suggestion this is as hazardous as lottery or like twilight zone Quote Stop toying and make games Link to comment Share on other sites More sharing options...
josk Posted April 17, 2014 Share Posted April 17, 2014 Giving animations in the model editor a name would be good. I don't know the feasibility but spending a few days or a week doing the small features would be great. I say small features but but I don't know whats involved. Quote Elite Cobra Squad Link to comment Share on other sites More sharing options...
Olby Posted April 21, 2014 Share Posted April 21, 2014 +1 Quote Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64) Link to comment Share on other sites More sharing options...
Josh Posted May 1, 2014 Share Posted May 1, 2014 +100000 This would make scripts a lot simpler because they could just specify a name without knowing or caring the index. 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...
gamecreator Posted May 1, 2014 Share Posted May 1, 2014 Josh, you should make a suggestion thread too. Maybe that developer guy would listen to you. 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted May 1, 2014 Share Posted May 1, 2014 OMG PLEASE SOMEONE ADD THIS!!!! 4 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...
Einlander Posted May 1, 2014 Share Posted May 1, 2014 SOMEONE THINK OF THE CHILDREN!!! BAN THIS SICK FILTH!!! Oh yeah, some one should add this. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted May 2, 2014 Share Posted May 2, 2014 lol Anyway, having the name option would be good : Play( ... ,"walk", ...) You define it in the model editor when extracting sequences, and no more have to care about index and no more have to declare animations , just use the name that is easy to remember compared to number. It's a big plus, less low level programmer, more intuitive and intuitive for everyone. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted May 2, 2014 Share Posted May 2, 2014 Apparently FBX files do support sequence names. So we're adding that to the converter, and they will show up automagically. It's a good idea to get this stuff worked out before the Blender plugin is made. I like the fact that Brad and I can invest a few hours in this, and we get a collective savings of hundreds of hours of work. Pretty awesome. 1 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...
Einlander Posted May 2, 2014 Share Posted May 2, 2014 Any chance we can create our own converters for the editor and register file formats for the editor to handle? Quote Link to comment Share on other sites More sharing options...
Josh Posted May 2, 2014 Share Posted May 2, 2014 I've thought about it... 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...
cassius Posted May 2, 2014 Share Posted May 2, 2014 Will this naming sequences be optional? I have written a fair bit of code using numbers. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Josh Posted May 2, 2014 Share Posted May 2, 2014 Don't worry I am making some enhancements to the workflow but retaining backwards compatibility. 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...
Josh Posted May 2, 2014 Share Posted May 2, 2014 This will be supported in the next update: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitysetanimationframe-r141 4 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...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.