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Documentation/Tools/SCS Blender Tools/Animation system

75 bytes added, 09:22, 16 February 2016
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<li><p>'''Program driven animations''' which mostly expects animation range from 0 to 1 if not stated differently in animation definition files. This means that first frame will be used as 0 state and last frame will be used as state 1, any state between this range is interpolated across whole keyframe range of animation. Example of these animations are truck interior animations in Euro Truck Simulator 2 which are defined inside each truck definition folder (example path: ''&quot;def/vehicle/truck/man.tgx/interior/animations.sui&quot;'').</p></li>
<li><p>'''Static loop animations''' used by so called &quot;mover&quot; objects. Movers can be placed all around the game world with the help of map editor. Examples for mover objects are: windmills, pedestrians, animals etc. To create your own mover you should create new ''&quot;def/world/mover.\<id_of_your_mod>.sii&quot;'' file and define mover in that file by the template from original ''&quot;def/world/mover.sii&quot;'' file.</p>
<blockquote><p>NOTE: {{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.</p>}}</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 [http://www.blender.org/manual/rigging/armatures.html#armatures armature creation], [http://www.blender.org/manual/rigging/skinning/obdata.html#vertex-groups vertices skinning] and [http://www.blender.org/manual/animation/introduction.html bones animating].
<blockquote>NOTE: {{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: {{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-Objectsobjects]] panel.}}
</blockquote>
  = SCS Animations Panel panel =
To export created Blender action into the game you will have to define SCS Animations with usage of SCS Animations panel which you can find inside Blender Properties window in object tab under SCS Object Specials. The panel will appear only if the currently selected object is armature.
[[File:SCS_Tools_Object_Specials_-_Animations.png]]
<blockquote>NOTE: {{Note|When seeing &quot;No 'SCS Root Object'!&quot; message instead of animations list make sure to parent armature object to SCS Root Object.}}
</blockquote>
 
=== Custom Export Path ===
If custom path remains disabled, all of the SCS Animations will be exported beside the rest of the files.
=== SCS Animations List list ===
SCS Animations list contains all animations used on current SCS Game Object. For creation or deletion of SCS Animations use [[File:SCS_Tools_Object_Specials_-_Animations_Create_Anim.png]] and [[File:SCS_Tools_Object_Specials_-_Animations_Delete_Anim.png]] buttons on the side of the animations list. Furthermore, animations can be imported with [[File:SCS_Tools_Object_Specials_-_Animations_Import_Anim.png]] button, which will place you into the file browser to select SCS Animation for importing.
* '''End''' - frame in action which will be used as an end of SCS Animation,
* '''Length''' - SCS Animation duration in seconds,
* '''Increase Animation Step ( [[images/File:SCS_Tools_Object_Specials_-_Animations_Increase_Step.png]] )''' - 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 ( [[images/File:SCS_Tools_Object_Specials_-_Animations_Decrease_Step.png]] )''' - 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: {{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.
<blockquote>NOTE: {{Note|Changing FPS manually will invalidate preview of currently selected SCS Animation as FPS is calculated by set '''''Start''''', '''''End''''' and '''''Length''''' of SCS Animation.}}
</blockquote>
 = SCS Skeleton Panel panel =
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.

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