lordofworms wrote...
I been messing with this idea for several sea variant tile features based on the microset. (medium/low/high pitches, side-side rocking,etc) the only problem I seem to run into is the scrolling texture always seems to 'skip' when transitioning from end frame to beginning frame.
You're trying to do this as a tile animation, is that correct?
when I autokey from beginning I am setting .25 for each block of animation (i am using 4 keys currently) (1 at 45, another at 90, another at 145, and lastly 189)
You can get away with using less keys, though in some circumstances Max/NWN will guess incorrectly about which direction things are moving and you'll have to use a few more to clue it in. If you look at the last video I posted, you'll notice I don't lay a key down at 0, my first key actually goes down at frame 45 (of 90 frames) and GMax/Max automatically places they key at frame 0.
from what i understand I want it to start at 0.0 and then through the course of the animation end up at 1.0 for its v coordinate in UVWxForm.
Yep. For the most basic kind of animating like this, that's right.
how can I get a smooth transition from frame 189 back to frame 0.
Could it be that the length of the animation you define in the tile base does not have the correct frame range? There is also the possibility that the frame range for that animation is hardcoded by the engine. I'm not sure if that's the case or not.
it seems that autokey kinda jumps the UVW xform a bit so that when going through the frames , frame 0 is at like 0.0025 instead of 0.0 for its v coordinate.
In most cases this is due to having set the frame range wrong in the tile's base. However, if you attempted to reimport the animation back in via NWmax (which is bad, don't do that), NWMax will adjust your animations so that your animation actually starts at frame 10 or something like that. This can throw things off. NWMax was built with some ideas about how things should be done and it appears that (on reimport) it tries to fit things into that mold. In this case IIRC, the reasoning behind NWMax mucking with the animations on reimport (if that is, indeed, what you're dealing with) has to do with NWN always needing a key of some sort at frame 0 and the convention of starting animations at frame 10. I'm not sure if that accurately reflects how the NWN engine works, today, but some of these issues were reported in the distant past and it appears that some functionality may have been implemented in NWMax to account for the behavior. All of that is purely if the issue you're dealing with involves getting screwed keys on reimport of animesh.
I also saw the above behavior when reimporting animation keys which were simply baked starting at frame 0, so it's not just animesh.
Modifié par OldTimeRadio, 29 mars 2012 - 05:34 .