Changes between Version 4 and Version 5 of AnimationSync


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Timestamp:
Jun 6, 2010, 10:37:58 PM (14 years ago)
Author:
Philip Taylor
Comment:

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  • AnimationSync

    v4 v5  
    3333Some general guidelines:
    3434
    35 The [wiki:Atlas_User%27s_Guide#TheActorViewer Actor Viewer] is the easiest way to test animations. Tell it to display an entity which uses the actor you're testing, and it will pick up the entity's movement speed and attack speed. Use the 'Slow' mode to get the synchronisation more precise. If you edit and save an actor XML file while viewing the unit, it will be automatically reloaded and displayed.
     35The [wiki:Atlas_User%27s_Guide#TheActorViewer Actor Viewer] is the easiest way to test animations. Tell it to display an entity which uses the actor you're testing, and it will pick up the entity's movement speed and attack speed. Use the "Slow" mode to get the synchronisation more precise. If you edit and save an actor XML file while viewing the unit, it should be automatically reloaded and displayed. (If that doesn't work (e.g. I think it's broken if you modify a rider actor), just select a different unit in the list on the left and then go back to the original and it should be okay.)
     36
     37Editing XML files in a text editor might be easier than using the Actor Editor, since then you can e.g. comment out chunks of the file that you don't want to test.
    3638
    3739 * '''idle''', '''death''', '''gather_(fruit|grain|meat)''': Adjust the ''speed'' attribute to control the speed. (Death animations are looped in the Actor Viewer, but will only be played once in the game. The last frame will be used for corpses.)
    3840
    39  * '''walk''', '''run''': Adjust the ''speed'' attribute. This should probably be chosen so there's not much foot sliding. The speed will also be affected by the `<UnitMotion>` in the entity template XML file - changing the unit's movement speed will change the animation speed (so the stride length will stay the same).
     41 * '''walk''', '''run''': Adjust the ''speed'' attribute. This should probably be chosen so there's not much foot sliding - use the Actor Viewer's "Move" button to see it in context. The speed will also be affected by the `<UnitMotion>` in the entity template XML file (in the `mods/public/simulation/templates/` directory) - changing the unit's movement speed will change the animation speed (so the stride length will stay the same).
    4042
    41  * '''gather_(metal|stone|wood)''', '''build''': Adjust ''speed''. Set the ''event'' attribute to a fraction in the range 0.0 .. 1.0, to indicate where the tool hits the target - the sound will play at this point.
     43 * '''gather_(metal|stone|wood)''', '''build''': Adjust ''speed''. Set the ''event'' attribute to a fraction in the range 0.0 .. 1.0, to indicate where the tool hits the target - the sound will play at this point. (Sounds are defined in the corresponding entity template XML files.)
    4244
    4345 * Melee '''attack''': The speed is determined entirely by the `<Attack>` component's `<RepeatTime>` in the entity XML. Ignore the ''speed'' in the actor. If necessary, adjust the entity speed so the animation looks okay (but this has an effect on gameplay too). Set the ''event'' attribute to a fraction, so it matches where the enemy is contacted - the sound will play at this point and the target will be hurt.