The Local Rotation Axis of Locators is ALWAYS set to 0,0,0 coordinates (ie, world axis) From what I read, Spring uses it's own rotation results.ġ. It tried to commit suicide a little over a year ago, falling off a top shelf. My 500 is still languishing in my closet. Unfortunately, by then, I had all but dropped out of the Amiga scene. I was actually given an updated copy of Aladdin about 10 years ago, by the developer. I stuck mostly with Cinema4D (it was what I had access to, at the time.) but I also played with Aladdin3D. These days I use Maya and Modo for almost everything, still visiting Lightwave from time to time. The first 3D package I used was Imagine on the Amiga, then I started on Lightwave beta (there was an e-mail list where the devs actually replied back then!) and stayed in it for more than a decade. Separate animation clips should be read from a single LUS file, although you can include separate lua files in a single "main" one as you'd do with any lua script.
Making such an exporter for Maya using python is not too hard, especially for a simple 'snapping' version, I intend to work on it early next year - unless someone else tackles it first, ofc :)Ĥ. There's no support for ease-in, ease-out, just linear move or rotation, so baking any sort of organic animation is a must. That obviously makes the hierarchy much bigger and cumbersome to use than it should, and I'm not sure if there's a workaround for that - maybe using joints? Joints themselves seem to export fine, it's just the actual weight blending/mesh deformation which isn't supported by Spring.ģ. The null object is what should be rotated by LUS. What I'm having to do (painfully) is adding a null object / locator, move it to the desired pivot position (never zeroing out its coords / freezing position), then parent the actual mesh object to it. I haven't tried other DAE exporters/plugins, has a bunch so if you try them and have any luck with those please share the news.Ģ. I export fbx from Maya and import into Modo, then export to DAE. Maya default DAE exporter sucks, and Spring won't load anything spit from it.
MECHCOMMANDER 2 OMNITECH AUTOMATIC FREE
Once I have a complete workflow - and probably a tool as well - I'll write a Wiki page on it, so feel free to share anything new you find.ġ. So, back to your point, there are some things I've already learned about animating in the Spring engine (using LUS, Lua Unit Script) and some stuff I'm still figuring out.
MECHCOMMANDER 2 OMNITECH AUTOMATIC CODE
P) would work better than having to hand code each part movement, by hand. I've got *NO* problem using an application to speed up workflow and from what I read, using your script (which I've already downloaded. I started out using Cinema4D on my Amiga, then moved to Max and finally, Maya, for better character animations. Oh and please don't take my dislike of Blender to be that I wouldn't use it. Do models require Z-Axis up or Y-Axis? MaDdox's wiki article told me what I needed to know. Could you possibly point me to one of the animation luascripts, so I could dissect it? Walk or Run would be best.ĥ. Is it possible to add multiple "gun pieces" (weapon points) or toes? Looks like it's possible, but would it break other scripts?Ĥ. Looking at the example luascript you gave me, I'm noticing that it has includes for pieces. Are the animation files (Walk, Run, Die, Hit Left, etc) luascripts or DAE containers with the animations embedded?ģ. It only works with vehicles and mech-style models.Ģ. I've only tested it in Maya and Max, using burned animations, to get rid of the bones and constraints and 2. Now, concerning parent-child hierarchy, is there a root locator, which everything is parented under, or are all the pieces just parented under the locator/helper object, separately? I may have a work around that would allow you to use IK rigs to animate with using parent-child hierarchy, but there are two caveats: 1. The Animations, though, work similar to the MC2 engine, except for the fact it has ASE containers for animations, not luascripts.ġ.
I am familiar with luascripts, but never used them for animation. If you can stomach working with blender, you can use this addon to somewhat split the programming and animating tasks (you will still have to do the programming bits, but invoking animations becomes as easy as "PlayAnimation('die')". The model itself has to be arranged in a parent-child hierarchy for this to work (no armatures/skeletons and no skinning). You pretty much write a program (called a "lua unit script") to move pieces of the model in response to various events.