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  • animtree

    hello.
    when i make animation in the animytee of my vehicle it play in the animtree preview screen put when i try the vehicle no animation is played so can you tell me why ?

  • #2
    The animtree is set in the defaultproperties section of your class?

    AnimTreeTemplate=AnimTree'youranimtree'
    Provisional blog: http://cobaltudk.blogspot.com.es/
    Videos: https://www.youtube.com/user/cobaltudk
    Facebook: https://www.facebook.com/babylonprojectgame/

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    • #3
      yes it is assigned

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      • #4
        https://i.imgur.com/jCt0TH8.jpg
        https://imgur.com/TMq9txb
        https://i.imgur.com/zMFN9V0.jpg
        I couldn't get the pics to enlarge, so here also are direct links of the pics below


        As CobaltUDK indicated much of the operation leads back to the code to force the anims to operate. I'm not sure how to get your animations working for when your vehicle is stationary, but these examples may help you figure it out.

        Also, vehicle is essentially a pawn, and pawn has idle anims so your vehicle will be able to make use of those but you will have to code it. Your animTree, I imagine should be setup similarly to a pawn's. (In reverse of that I wanted my pawns to show damage just as UT vehicles show damage, so I used UTVehicle code in my pawns - result: shoot a pawn and he gets holes and the MIC adds blood on him.)

        I have a tank and a bus, both with animations. For the tank I wanted the mg hammer to move and the ammo belt to feed bullets for every shot fired. The bus I wanted the doors to open.

        The Tank:
        Code:
         Tank defaultproperties:
        
            Seats(2)={(    GunClass=class'Challenger2MG',
                        bSeatVisible=True,
                        SeatBone=TurretMG,
                        SeatOffset=(X=-10,Y=0,Z=11),
                        GunSocket=(MGFlash),
                        GunPivotPoints=(HingeMG),
                        TurretVarPrefix="MachineGunner",
                        TurretControls=(MGRotate,MGAngle),
                        CameraTag=MGView,
                        CameraOffset=1,
                        CameraBaseOffset=(Z=15.0),
                        MuzzleFlashLightClass=class'Chall2MGMuzzLight',
                        WeaponEffects=((SocketName=MGFlash,Offset=(X=1)))
                        )}
        
        
        VehicleEffects(1)=(EffectStartTag=ChallengerMG,EffectTemplate=ParticleSystem'KFTex6_effects.MuzzleFlashes.Chall2MGMuzz',EffectSocket=MGFlash)
        
        The tank's machinegun, defaultproperties:
        
        FireTriggerTags=(ChallengerMG)
        
        The connection between the two files is the tag = ChallengerMG.
        
        When the player in the turret presses fire, ChallengerMG tag tell the animation to play.
        The bus door code is a copy and renaming of the Scorpion blade code; it essentially makes part of the skeletal mesh move. The bus doors are moving parts like the blades. When the player presses, fire, the doors open and on release the doors close. As I said, these aren't instructions on how to make your vehicle idle but may help you with ideas...

        note: the bus bones had to be setup as shown in the bus pic: baseBus > DoorsMain > doors, otherwise the anims would not operate. The tank bones to the MG are similarly staggered as follows: BaseTank > TurretMain > TurretMG > HingeMG > strap of bullets; fire tip; hammer. The difference with the tank is the TurretMG bone comes from TurretMain bone (because the mg must turn with the tank turret), but if I had gone directly from TurretMain to HingeMG, the anims would not have worked.

        tank


        bus


        tankBones
        Last edited by Snipe34; 09-12-2017, 03:25 AM. Reason: directLinks to pics
        @Snipe34 Please try to stay focused. TKBS

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        • #5
          thank you i figured it out i didn't add the animset in the code but i'm facing another problem the vehicle is in idle until i ride it but when i get out of it it continue in it's moving animation no the idle

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          • #6
            i solved it by using bled by speed

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            • #7
              Fabulous! Look forward to see the carriage in action
              @Snipe34 Please try to stay focused. TKBS

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