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Soldier Animations


Josh
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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

My job is to make tools you love, with the features you want, and performance you can't live without.

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Here is a set of animations for use with our futuristic soldier character.

can we use these motions not only with futuristic soldier character?

Omid Saadat

OD Arts Blog

 

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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.

My job is to make tools you love, with the features you want, and performance you can't live without.

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is this just an animation file or the model animated ?

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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.

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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.

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