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Documentation/Tools/SCS Blender Tools/Animation system

61 bytes removed, 15:07, 5 December 2019
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<blockquote>{{Note|Special type of movers named &quot;walkers&quot; can also use forward movement in their animation which can be animated as movement of skeleton object on Y axis.}}</blockquote></li></ol>
Regardless of the SCS Animation type, creation pipeline within Blender Tools is the same for both above types. To create SCS Animation you will have to use standard Blender procedure of [httphttps://wwwdocs.blender.org/manual/rigginganimation/armatures/introduction.html#armatures armature creation], [httphttps://wwwdocs.blender.org/manual/rigginganimation/armatures/skinning/obdataparenting.html#vertexwith-empty-groups vertices skinning], [https://docs.blender.org/manual/en/latest/animation/armatures/posing/introduction.html bones posing] and [httphttps://wwwdocs.blender.org/manual/en/latest/animation/keyframes/introduction.html bones animatingsetting keyframes].
<blockquote>{{Note|Only location, rotation and scale manipulation of bones will be exported during SCS Animation export, anything else will be ignored even if it will be animated and played inside Blender.}}
</blockquote>
After you successfully animate bones with Blender action you will have to set up SCS Animation in [[#SCS Animations panel]]. Once setup is done you can export your SCS Game Object as you did before and animations will be exported with it.
<blockquote>{{Note|Remember that for export of animated model you have to enable '''''Animated Model''''' in SCS Root Object properties, switch can be found in the locators panel [[Documentation/Tools/SCS Blender Tools/Root objects|Root objects]].}}
= SCS Animations panel =
To export created Blender action into the game you will have to define SCS Animations with usage of SCS Animations sub-panel which you can find inside Blender Properties properties window in object ''Object'' tab under ''SCS Object Specials'' panel. The panel will appear only if the currently selected object is armature.
[[File:SCS_Tools_Object_Specials_-_Animations.280.png]]
<blockquote>{{Note|When seeing &quot;No 'SCS Root Object'!&quot; message instead of animations list make sure to parent armature object to SCS Root Object.}}
=== SCS Animations list ===
SCS Animations list contains all animations used on current SCS Game Object. For creation or deletion of SCS Animations use [[File<span style="color:SCS_Tools_Object_Specials_-_Animations_Create_Anim.png]] #FFFFFF">{{Blender Button|'''+'''}}</span> and [[File<span style="color:SCS_Tools_Object_Specials_-_Animations_Delete_Anim.png]] #FFFFFF">{{Blender Button|'''โˆ’'''}}</span> buttons on the side of the animations list. Furthermore, animations can be imported with [[Fileimport button ( <span style="color:SCS_Tools_Object_Specials_-_Animations_Import_Anim.png]] button#FFFFFF">{{Blender Button|'''โค“'''}}</span> ), which will place you into the file browser to select SCS Animation for importing.
Each SCS Animation entry features:
* export inclusion property will exclude animation used in that line from exporting, if it's unchecked and you are exporting whole SCS Game Object,
* name of SCS Animation which will be also used as the name of exported animation file (PIA),
* export operator ( [[File:SCS_Tools_Object_Specials_-_Animations_Export_Anim.png]] ) button for direct export of animation used in that line via file browser,* export inclusion property will exclude animation used in that line from exporting, if it's unchecked and you are exporting whole SCS Game Object.
=== Active Animation Settings ===
* '''End''' - frame in action which will be used as an end of SCS Animation,
* '''Length''' - SCS Animation duration in seconds,
* '''Increase Animation Step ( [[File<span style="color:SCS_Tools_Object_Specials_-_Animations_Increase_Step.png]] #FFFFFF">{{Blender Button|+}}</span> )''' - stretches action by factor 2 and increases '''''Export Step''''' by 1 to compensate scaling. This gives you better control on sub keyframes and distribution of transformations over time,* '''Decrease Animation Step ( [[File<span style="color:SCS_Tools_Object_Specials_-_Animations_Decrease_Step.png]] #FFFFFF">{{Blender Button|โˆ’}}</span> )''' - shrinks action by factor 2 and decreases '''''Export Step''''' by 1 to compensate scaling. This removes each second keyframe, which decreases control over the animation,
* '''Export Step''' - number of frames to step in Blender action for each iteration during export.
To preview currently selected SCS Animation you can use Animation Player, which is nothing more than wrapped interface from multiple Blender editors for already existing settings.
<blockquote>{{Note|You can also preview currently selected SCS Animation by hitting keyboard shortcut for starting animation playback: '''''Alt+A'''''.}}
</blockquote>
First row consist from '''Start''', '''End''' and '''Current''' frame of animation playback. While second row gives you possibility to use playback controls and set FPS for animation playback.
There is also additional panel for setting custom skeleton file path inside SCS Project Base Path and name of skeleton file (PIS) which will be created in the case of exporting animated SCS Game Object.
[[File:SCS_Tools_Object_Specials_-_Skeleton.280.png]]
This custom path and name come handy again in the case of creating sequence of animations for walkers, as all of your walkers can use the same skeleton and thus you may export skeleton in different directory.
If both paths remain empty, skeleton file (PIS) will be saved beside other exported files and will use SCS Root Object name as the name of the file.

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