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Animation Phenomenon
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Ever_Valiant
Cyborg Engineer


Joined: 04 Feb 2017

PostPosted: Thu Feb 28, 2019 6:20 pm    Post subject:  Animation Phenomenon Reply with quote  Mark this post and the followings unread

Building art is a headache to understand and the animation is giving me problems aswell. I have a strange problem hopefully someone else has run into...

when i use this it doesn't work:
ActiveAnim=GACOMMAND_A

but when i use this it cycles through from frame 0-4 then works as intended from 4-8
ActiveAnim=GACOMMAND_AD



what i use:

[GACOMMAND]   ; GDI command center
Foundation=3x3
Height=2
AnimActive=0,26,3
ActiveAnimZAdjust=-90
ActiveAnim=GACOMMAND_A
ActiveAnimDamaged=GACOMMAND_AD
FreeBuildup=true
NewTheater=yes

[GACOMMAND_A]
Image=GACOMMAND_A
LoopCount=-1
LoopStart=0
LoopEnd=4
Rate=200
Normalized=yes
Surface=yes

[GACOMMAND_AD]
Image=GACOMMAND_A
LoopCount=-1
LoopStart=4
LoopEnd=8
Rate=200
Normalized=yes
Surface=yes

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Feb 28, 2019 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. Try to shorten the ID to 8 characters or less.
2. make sure you have both anims listed in rules.ini [Animations] list
3. to fix the damaged anim, add the Start key and this way tell the game where the anim actually starts. Right now you only tell the game the looping part and the game simply starts playing the SHP from the default frame 0 until it reaches the looped part.
e.g.
[GACOMMAND_AD]
Image=GACOMMAND_A
LoopCount=-1
LoopStart=4
LoopEnd=8
Start=4
Rate=200
Normalized=yes
Surface=yes

4. if you don't have different snow and temperate versions of your anims GAxxxx.shp/GTxxxxx.shp, then remove any GA/CA/NA/GT/CT/NT prefix from your filenames/animationIDs.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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Ever_Valiant
Cyborg Engineer


Joined: 04 Feb 2017

PostPosted: Thu Mar 07, 2019 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, I didn't know the name length was an issue. Anyways I've fixed all those now and it still doesn't work. Strange....

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Mar 07, 2019 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Have you put Start= for the anims?

Check - https://www.modenc.renegadeprojects.com/Animation_Looping

Also look for any precedence like there may be entry in artfs.ini, when you are modding art.ini.

If nothing works, you could split the animation into two separate files for non-damaged and damaged anims, so that the first frame will always start at 0.

Name length or the filename wouldn't have been a problem here, though there are restrictions on the length.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Mar 07, 2019 5:57 am    Post subject: Reply with quote  Mark this post and the followings unread

End=
This means the length of the anim, not any index
I think I tested that. WW's comment about this tag is accurate
artmd.ini wrote:
; Soviet Repair bay arm extending.
[NADEPT_C1]
Image=NADEPT_C
Normalized=yes
Start=0
End=22 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 21
Rate=400
NewTheater=yes
Shadow=yes

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Ever_Valiant
Cyborg Engineer


Joined: 04 Feb 2017

PostPosted: Thu Mar 07, 2019 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I got it to work, but i had to remake and retype the animation from new , different file and everything. I've noticed a few bugs here and there with Notepad++ when i copy and paste entries sometimes, i've had warheads doing infinite damage for no apparent reason. I had to retype the entire weapon to get it to work properly, odd.    thx all  Cool

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Mar 08, 2019 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
End=
This means the length of the anim, not any index

Corrected ModEnc on Animation Looping. ModEnc site is still giving the security problem and I had to retype the same stuff several times for submission.

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