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Old 08-07-2012, 06:34 AM   #1
[R-DEV]AfterDune
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Question Normandy task: 3P standing animation (inside C-47)

Right now, all people inside the C47 use the same standing animation as is used in the LCVP:



The "pilot" uses the same as well, however, this doesn't look good on him as his arms are spread wide. I think this has to do with BF2 wanting to let the player hold on to something, like a steering wheel or joystick and this animation sort of expects you to hold a weapon, like the rest of the passengers.


Question: Could someone create a simple 3P "pilot" animation where he's simply standing, not holding anything?


Passengers
Of course we could use this same animation for the passengers too. Or something similar. But it's not an issue, passengers holding their weapon. The only downside for the passengers at this point, is that BF2 puts the camera of a soldier in their chest, not in their head, so as a passenger, you'll see all the others at chest level:



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Old 09-26-2012, 04:28 AM   #2
[R-DEV]AfterDune
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Default Re: Normandy task: 3P standing animation (inside C-47)

Shameless bump.


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Old 09-26-2012, 08:02 AM   #3
[R-DEV]M42 Zwilling
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Default Re: Normandy task: 3P standing animation (inside C-47)

You can fix the current pilot animation by giving him a fake weapon with an IK component, allowing you to position the arms however you want. I did this with some jeep variants I made. Here's the relevant code as an example.

The PCO:

Code:
ObjectTemplate.activeSafe PlayerControlObject jep_mec_paratrooper_1x_atgm_1x_hmg_gunbase
ObjectTemplate.modifiedByUser "M42Z"
ObjectTemplate.setNetworkableInfo BasicInfo
rem ---BeginComp:VehicleHud ---
ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName "KILLMESSAGE_VEHICLE_paratroopervehicle"
ObjectTemplate.vehicleHud.miniMapIconLeaderSize Medium
ObjectTemplate.vehicleHud.vehicleIconPos 23/18
ObjectTemplate.vehicleHud.useSelectionIcons 0
ObjectTemplate.vehicleHud.vehicleIcon Ingame\Vehicles\Icons\Hud\VehicleIcons\paratrooper.tga
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.aiTemplate Jep_mec_paratrooperGunner
rem -------------------------------------
ObjectTemplate.addTemplate S_jep_mec_paratrooper_1x_atgm_1x_hmg_gunbase_Ambient
ObjectTemplate.addTemplate S_jep_mec_paratrooper_1x_atgm_1x_hmg_gunbase_AmbientDamaged
ObjectTemplate.addTemplate jep_mec_paratrooper_1x_atgm_1x_hmg_IK
ObjectTemplate.setPosition 0.335226/0.29983/0.808286
rem -------------------------------------
ObjectTemplate.setSoldierExitLocation 1.8/0/-1 0/0/0
ObjectTemplate.exitSpeedMod 0.5
ObjectTemplate.seatInformation jep_mec_paratrooper_1x_atgm_1x_hmg_gunbase 0.363122/0.86/-0.05 0/0/0
ObjectTemplate.seatAnimationSystem Objects/Vehicles/Common/Animations/3p_codriver_A_animSys.inc
ObjectTemplate.soundFilter vehicle
ObjectTemplate.cockpitSubGeom 1
ObjectTemplate.autoUseAbility 1
ObjectTemplate.hasRestrictedExit 1
ObjectTemplate.isOpenVehicle 1
The fake weapon:

Code:
ObjectTemplate.create GenericFireArm jep_mec_paratrooper_1x_atgm_1x_hmg_IK
ObjectTemplate.modifiedByUser "M42Z"
ObjectTemplate.createdInEditor 1
rem ---BeginComp:Ik ---
ObjectTemplate.createComponent Ik
ObjectTemplate.ik.positionLeft -0.155632/-0.00948209/-0.759178
ObjectTemplate.ik.rotationLeft -63.9408/-76.005/-97.5487
ObjectTemplate.ik.poleVectorLeft -0.421566/-0.435577/0
ObjectTemplate.ik.positionRight 0.174986/-0.016432/-0.73389
ObjectTemplate.ik.rotationRight 83.695/87.4829/-65.087
ObjectTemplate.ik.poleVectorRight 0.20747/-0.203708/0
rem ---EndComp ---
rem ---BeginComp:MultiFireComp ---
ObjectTemplate.createComponent MultiFireComp
ObjectTemplate.fire.fireInput PINone
ObjectTemplate.fire.addFireRate 0
rem ---EndComp ---
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.nrOfMags -1
ObjectTemplate.ammo.magSize -1
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.reloadWithoutPlayer 1
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.projectileTemplate BlankProjectile
ObjectTemplate.keepProjectiles 5
ObjectTemplate.velocity 1000
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Old 09-26-2012, 08:09 AM   #4
[R-DEV]AfterDune
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Default Re: Normandy task: 3P standing animation (inside C-47)

True, but you wouldn't be standing .


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Old 09-26-2012, 08:11 AM   #5
[R-DEV]M42 Zwilling
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Default Re: Normandy task: 3P standing animation (inside C-47)

Quote:
Originally Posted by [R-DEV]AfterDune View Post
True, but you wouldn't be standing .
What do you mean?
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Old 09-26-2012, 08:12 AM   #6
[R-DEV]AfterDune
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Default Re: Normandy task: 3P standing animation (inside C-47)

Objects/Vehicles/Common/Animations/3p_codriver_A_animSys.inc

If you use this, he sits, doesn't he?


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Old 09-26-2012, 08:16 AM   #7
[R-DEV]M42 Zwilling
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Default Re: Normandy task: 3P standing animation (inside C-47)

Quote:
Originally Posted by [R-DEV]AfterDune View Post
Objects/Vehicles/Common/Animations/3p_codriver_A_animSys.inc

If you use this, he sits, doesn't he?
Of course. That code is for a jeep. I was just using that as an example of how to do it. The same method should work for the pilot animations.
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Old 09-26-2012, 08:27 AM   #8
[R-DEV]AfterDune
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Default Re: Normandy task: 3P standing animation (inside C-47)

And that's why I'm looking for a standing animation instead .

Arms indeed can be positioned using the IK points. But them legs....


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Old 09-26-2012, 08:32 AM   #9
[R-DEV]M42 Zwilling
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Default Re: Normandy task: 3P standing animation (inside C-47)

Now I'm really confused. Why can't you use the LCVP animation again?
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Old 09-26-2012, 08:37 AM   #10
[R-DEV]AfterDune
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Default Re: Normandy task: 3P standing animation (inside C-47)

I think I'm mixing things up now . I'll give him IK points, see if that helps anything.

/never mind, it's been a very long day


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