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Normandy task: 3P standing animation (inside C-47)

Posted: 2012-08-07 10:34
by AfterDune
Right now, all people inside the C47 use the same standing animation as is used in the LCVP:

Image

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:

Image

Re: Normandy task: 3P standing animation (inside C-47)

Posted: 2012-09-26 08:28
by AfterDune
Shameless bump.

Re: Normandy task: 3P standing animation (inside C-47)

Posted: 2012-09-26 12:02
by M42 Zwilling
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: Select all

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: Select all

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 :D efaultAmmoComp ---
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

Re: Normandy task: 3P standing animation (inside C-47)

Posted: 2012-09-26 12:09
by AfterDune
True, but you wouldn't be standing ;) .

Re: Normandy task: 3P standing animation (inside C-47)

Posted: 2012-09-26 12:11
by M42 Zwilling
[R-DEV]AfterDune wrote:True, but you wouldn't be standing ;) .
What do you mean?

Re: Normandy task: 3P standing animation (inside C-47)

Posted: 2012-09-26 12:12
by AfterDune
Objects/Vehicles/Common/Animations/3p_codriver_A_animSys.inc

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

Re: Normandy task: 3P standing animation (inside C-47)

Posted: 2012-09-26 12:16
by M42 Zwilling
[R-DEV]AfterDune wrote: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.

Re: Normandy task: 3P standing animation (inside C-47)

Posted: 2012-09-26 12:27
by AfterDune
And that's why I'm looking for a standing animation instead ;) .

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

Re: Normandy task: 3P standing animation (inside C-47)

Posted: 2012-09-26 12:32
by M42 Zwilling
Now I'm really confused. Why can't you use the LCVP animation again?

Re: Normandy task: 3P standing animation (inside C-47)

Posted: 2012-09-26 12:37
by AfterDune
I think I'm mixing things up now :D . I'll give him IK points, see if that helps anything.

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