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Documentation/Tools/SCS Blender Tools/Animation system

41 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 Objectsobjects|Root Objectsobjects]] panel.}}
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= SCS Animations panel =
[[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 ===
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>

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