ODF Animation Control
Post ideas and suggestions on new features or improvements here.
posted on June 30th, 2010, 8:35 pm
ok before people start complaining this idea was imagined up while board in work so i do appologise in advance if it seams to crazy. my request is to have more animation control via odfs easier to explain by using pseudo codes so here it goes
As this code suggests this would allow more than one animation per object
the second part is a more evolved idea for weapons and here are more pseudo codes that could be used in combination with the previous codes
Feedback welcome
- Code: Select all
Proposed new animation odf codes
Animation0JumpFrame = 0 // default 0 tells the ship which fram to goto instantly (no animation)
Animation0StartFrame = 0 // Sets the start frame for the animation
Animation0EndFrame = 30 // sets the fram the animation ends at
Animation0Time = 20 // how many seconds the animation takes
Animation0Task = "idle" // The task which initiates the animation
Animation0Loop = 1 // How many times is the animation played 0 for continuous
As this code suggests this would allow more than one animation per object
the second part is a more evolved idea for weapons and here are more pseudo codes that could be used in combination with the previous codes
- Code: Select all
WeaponSOD = "turret" // which mesh is used for the turret
Arc-y = 5 // how many degrees down the weapon rotate
Arc+y = 180 // how many degrees up the weapon rotate
Arc-x = 45 // how many degrees left does the weapon rotate
Arc+x = 45 // how many degrees right does the weapon rotate
Meshy = "barrell" // mesh groups that rotate up/down
Meshx = "barrell" "tower" // mesh groups that rotate left/right
Timey = 30 // Time takes for rotation up/down
Timex = 30 // Time takes for rotation left/right
HPWeaponDistance = 0.5 // distance from hp the weapon fires
HPLock = 1 // Lock the HP fire arch to the mesh rotation
Feedback welcome

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