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

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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
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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 :P
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