[WIP] - Animation Editor - BETA Available
Posted: Tue Oct 23, 2012 7:28 pm
Hi All
A BETA is available at
http://code.google.com/p/grimrock-anima ... Editor.zip
Just unzip anywhere and launch the executable (no installer done at this time).
It's very rough and most error handling is missing - just to start receiving feedback and bug reports
.NET Framework 4.0 is needed to run - if you have the GMT running you shouldn't have any problem.
I'm already in contact with JohnWordsworth so that in the future it will possibly be integrated in the GMT.
[UPDATED 23-Jan-2012/22:47 GMT+1]
Added - in yellow most important changes:
[UPDATED 06-Nov-2012/16:49 GMT+1]
Please test and let me know!
Old version here: https://www.dropbox.com/s/gku851cwj1zoz ... Editor.zip
----------------------------------------------------------------------
OLD FIRST POST
Moving this here to avoid hijacking other threads.
As an experiment I tried other resizing policies, the result seems good so far...
https://www.dropbox.com/sh/7vxu5s47abu6 ... spider.zip
What I did (as now mostly manually):
http://www.youtube.com/watch?v=pAI88rmO ... e=youtu.be
A BETA is available at
http://code.google.com/p/grimrock-anima ... Editor.zip
Just unzip anywhere and launch the executable (no installer done at this time).
It's very rough and most error handling is missing - just to start receiving feedback and bug reports
.NET Framework 4.0 is needed to run - if you have the GMT running you shouldn't have any problem.
I'm already in contact with JohnWordsworth so that in the future it will possibly be integrated in the GMT.
[UPDATED 23-Jan-2012/22:47 GMT+1]
Added - in yellow most important changes:
- Changed hosting from my dropbox to google code which seems a better idea
- Various fixes of crashes
- Baking of matrices in the model file to allow easier animation
- Functionality to dump model data in a text file for examination
- Not working but present: functions to help creating node animations compatible with monsters
[UPDATED 06-Nov-2012/16:49 GMT+1]
- Added possibility to set rotation to axis+angle
- Added possibility to add a new animation file
- Added possibility to add a new node to animation
- Added possibility to edit framerate
Please test and let me know!
Old version here: https://www.dropbox.com/s/gku851cwj1zoz ... Editor.zip
----------------------------------------------------------------------
OLD FIRST POST
Moving this here to avoid hijacking other threads.
... but could you resist well animated resized monsters ?I really don't want to see badly animated resized monsters in people's dungeons because they "couldn't resist".
As an experiment I tried other resizing policies, the result seems good so far...
https://www.dropbox.com/sh/7vxu5s47abu6 ... spider.zip
What I did (as now mostly manually):
- Apply scale to the local_srt node
- Apply a reversed scaled translation on the Z-axis for all the nodes which have local_srt as a direct parent
http://www.youtube.com/watch?v=pAI88rmO ... e=youtu.be