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Exporting Animated Character Tutorial

Posted: August 12th, 2013, 12:35 am
by Wind Astella
This is a tutorial that I wrote at my Blog which is for exporting animated character using Blender and importing it into PAS. It apply not to PAS only but to others Cube 2 mod.

Here is the link to the tutorial
http://windastellaworld.blogspot.com/20 ... acter.html

Please comment because I really like to hear your opinion.

Re: Exporting Animated Character Tutorial

Posted: September 28th, 2013, 6:20 pm
by Clownfish
Wind Astella - Thank you for this and your other tutorials. I will give some feedback once I try these tutorials out.

Re: Exporting Animated Character Tutorial

Posted: October 26th, 2013, 10:50 pm
by Wind Astella
Thanks Clownfish

Re: Exporting Animated Character Tutorial

Posted: October 24th, 2014, 2:26 pm
by northstar
hey wind astella...

i have a question...

Code: Select all

iqmload castledoor.iqm
iqmskin castle_door skin.jpg

iqmanim mapmodel  castledoor_close.iqm 20 -1
iqmanim mapmodel  castledoor_open.iqm  20 -1

iqmanim trigger castledoor_open.iqm 20 -1

mdlscale 1000
mdlcollide 1
mdlyaw 180
when i was looking at the cube description on the "iqmanim mapmodel castledoor_close.iqm 20 -1" variables, they were suppose to be:
fps -start frame -end frame... but that didn't work

but when i put in your 20 -1... it worked perfectly

what are the 20 -1 variables? (i'm upgrading the MD3's etc to iqm)

Re: Exporting Animated Character Tutorial

Posted: October 24th, 2014, 6:51 pm
by Wind Astella
The full cfg is actually
Iqmanim a f fps priority startframe framelength
The 3rd statement are for fps of the anim. 4Rd, priority stand for the priority of the anim when using iqmpart to separate lower and upper animation for a character. The startframe are at the 5th, the end/framelength are the last statement. Beware it was framelength of the anim after startframe not an endframe.

Re: Exporting Animated Character Tutorial

Posted: October 25th, 2014, 12:10 pm
by northstar
so it's...

Iqmanim (action) (file name) (frames per second to run anim) (4th is for character priorities?) (startframe offset) (frame legnth of the anim)

but but... we only wrote 20 -1... so we wrote:

run at 20 frames per second starting one frame before the animation starts?

Re: Exporting Animated Character Tutorial

Posted: October 25th, 2014, 1:55 pm
by Wind Astella
nope 20 -1 defaulted the animation to start at 0 to the end. Cause i didn't set it.

Re: Exporting Animated Character Tutorial

Posted: October 25th, 2014, 2:27 pm
by northstar
lol... (sigh) i'm so confused :)

ok... well it works on trigger 10 in fps so i guess that's a good thing, and i'll get around to trying to unravel my confusion as i dive deeper into the abyss... and my guess is that i really only needed the "open" anime since trigger 10 automatically reverses after 5 seconds... but i'll just leave it in in case someone really wants to twist someones brain around by seeing an open door close before they can pass through lol...