Josh Posted April 5, 2010 Share Posted April 5, 2010 File Name: Soldier Animations File Submitter: Josh File Submitted: 05 Apr 2010 File Category: Models Triangles: No Information LOD Versions: No License: Free for use with any Leadwerks Engine game. Here is a set of animations for use with our futuristic soldier character. The following sequences are included: -run -strafe left -strafe right -run backwards -idle They're in FBX format and need to be converted to GMF. Enjoy! Click here to download this file Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
omid3098 Posted April 6, 2010 Share Posted April 6, 2010 Here is a set of animations for use with our futuristic soldier character. can we use these motions not only with futuristic soldier character? Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
Josh Posted April 6, 2010 Author Share Posted April 6, 2010 You can use them with any character, as long as it is used exclusively in our engine. +1 reputation to whoever has our little guy running around first. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Marleys Ghost Posted April 6, 2010 Share Posted April 6, 2010 is this just an animation file or the model animated ? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Josh Posted April 6, 2010 Author Share Posted April 6, 2010 The mesh is attached to the skeleton, but even if it wasn't, you can load a skeleton animation into a rigged animated mesh. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Masterxilo Posted April 8, 2010 Share Posted April 8, 2010 Anyone got this to work yet? I tried, but #include "engine.h" int main(int argc, char** argv) { // Setup Initialize(); Graphics(1024,768); CreateWorld(); TEntity buffer = CreateBuffer(GraphicsWidth(),GraphicsHeight(),BUFFER_COLOR0|BUFFER_DEPTH|BUFFER_NORMAL); TFilter(); AFilter(); TLight l = CreateDirectionalLight(); RotateEntity(l, Vec3(45,45,45)); TEntity camera = CreateCamera(); MoveEntity (camera, Vec3(0,1,-3) ); // Load TMesh mesh = LoadMesh("abstract::soldier.gmf"); RotateEntity(mesh, Vec3(0,45,0)); int sequenceId = LoadAnimation(mesh, "abstract::anim_soldier_run.gmf"); int animCount = CountAnimations(mesh); int length = AnimationLength(mesh, sequenceId); while(!KeyHit(KEY_ESCAPE) && !AppTerminate()) { // Animate Animate(mesh, fmodf(AppTime()/20.f, (float)length), 1.f, sequenceId); // Upadte and render UpdateAppTime(); UpdateWorld(); SetBuffer(buffer); RenderWorld(); SetBuffer(BackBuffer()); RenderLights(buffer); Flip(1); } return Terminate(); } didn't work. It looks like there's a bug with LoadAnimation because it always returns 0 no matter what (non existing) file you make it load. Has anyone ever successfully used LoadAnimation? I guess I could hack around by loading the animation as a second mesh and parenting the original bones to the animated ones. Quote Hurricane-Eye Entertainment - Site, blog. Link to comment Share on other sites More sharing options...
Masterxilo Posted April 10, 2010 Share Posted April 10, 2010 Finally: Quote Hurricane-Eye Entertainment - Site, blog. Link to comment Share on other sites More sharing options...
darrenc182 Posted April 10, 2010 Share Posted April 10, 2010 Finally: What was the problem? Quote Intel 2nd Generation i5 Quad Core Running at 3.30GHz. 8GB RAM, GeForce GTX 460 1024MB DDR5. Link to comment Share on other sites More sharing options...
Masterxilo Posted April 10, 2010 Share Posted April 10, 2010 There was actually a bug in the model itself. There's a bone in the animations ("Bip01") which was also in the original skeleton, but was not added to the skin modifier. So the skeleton of the exported mesh (which only contains bones added to the skin modifier) didn't match the animated skeleton, so it couldn't work. Quote Hurricane-Eye Entertainment - Site, blog. Link to comment Share on other sites More sharing options...
Masterxilo Posted April 12, 2010 Share Posted April 12, 2010 There you go: http://leadwerks.com/werkspace/index.php?/topic/1710-soldier-animations-for-le/ Quote Hurricane-Eye Entertainment - Site, blog. Link to comment Share on other sites More sharing options...
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