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Starting several anims at the same time?
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jun 27, 2010 10:24 pm    Post subject:  Starting several anims at the same time? Reply with quote  Mark this post and the followings unread

After years my first public question. #Tongue

Does anyone know how i can start 3 or more different animations at the exact same time? (in a 1 frame delay one after the other would be ok too)
All techniques which i've tried have a slight random factor that causes the anims to start with +- 3 frames difference.

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Scorched Earth
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Joined: 14 Sep 2008
Location: California, USA

PostPosted: Sun Jun 27, 2010 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm a little confused.

I'm assuming you mean for buildings, correct?

EDIT: I have never seen anything with three animations run at a single time at the same rate as each other. The animations ran at different frames. As in, one would start, the other two would start moments later.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jun 27, 2010 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, i mean for a normal anim like an explosion.
e.g.
start at the same time the opaque fire explosion and a transparent smokecloud that fits exactly to the opaque animation giving the impression of both being one animation with opaque and transparent parts.

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Scorched Earth
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Joined: 14 Sep 2008
Location: California, USA

PostPosted: Sun Jun 27, 2010 10:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Damn, you just made me feel terribly blonde. -_-

I've seen this before, but I couldn't begin to tell you how it was done. I haven't even attempted it.

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Mon Jun 28, 2010 12:49 am    Post subject: Reply with quote  Mark this post and the followings unread

I believe it has some thing to do with particle systems.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Mon Jun 28, 2010 3:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Try Debris logic, I think you can make it work with dummy animations and ExpireAnim and Next tag. Not too sure if it's only useful for explosions though...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jun 28, 2010 6:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, it isn't the problem to get them play together, but to get them played at the same time.
Debris logic has this random factor in it, which makes it unreliable for exactly synchronized animations.

@MadHQ: no, particlesystem allow only one animation per system (afaik). In addition is it hard to get the animation play fluently/smooth/complete at all, due to the special particle logic that controls the speed of the animation and also adds a random factor in it to make each particle slightly different from each other.

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Mon Jun 28, 2010 7:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you try -100 Z value debris on a non IsMeteor debris so it hits instantly with the expire anim? and of course keep the XY value like 1.0 or lesser if works so it doesn't move particularly in sides.

and likely try get rid of randomrate or put it like 899,900 for full speed as animation speed will be irrelevant due to insta hit so might as well.

admittedly one way would be trailer/traileranim but that screws up the visual intended plus tends to lag.

Interesting visual idea however so i may investigate potential of this too...

oh right, i forget TS can't assign debris straight to warhead making sync even harder.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jun 28, 2010 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

yep, i tried the debris, though only with -10 Z as i had trouble a while ago with too high neg Z causing the debris to never hit the ground. (i assume it must hit the ground directly (maybe within a small area: ground 0 to -10) or it then flies under the ground until infinity)

However, the biggest problem is that you can't play several different anims only once at the same time with this technique, because for that you would have to Spawn another debris to play a different anim and the special Spawn logic chooses always between 0 and the SpawnCount set number of debris. Thus you can't make sure that of the 3 different anims to play, everyone is only played once and at all.
e.g. SpawnCount=1 would cause the spawned anim to play sometimes randomly 0 times and sometimes 1 or even 3 times (yep, it even plays it more often than the set number of SpawnCount)

Right now i use the TrailerAnim way to make the Apocalypse missile launch anim work on the temple.
This is the best i was able to achieve, but in rare cases the 4 anims aren't played synchronous, so i thought someone might know a way that is more reliable.

Oh and yes, you can assign a debris direct to a warhead.
e.g. assign CRYSTAL1 to the Anim key and you'll have a warhead that plays the tiberium crystal art.ini debris.

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