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Object animations #4555
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Object animations #4555
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HOLY SHIT. You are a legend |
Stole my words You shall test this with cutscenes my friend 😁 |
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Can we finally have parachute object animations like singleplayer??? |
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Amazing |
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Finally!! what's still missing is fixing the UV animation XD |
If you create an issue, clearly describe what you mean, and attach example files for testing, I’ll take care of it. |
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🙏🏻 |
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Congrats on the work! This feature has a lot to add to the game. One thing that would be great to have along with this new feature is the ability to use the bone-manipulation functions, such as setElementBoneRotation, setElementBonePosition, setElementBoneQuaternion, setElementBoneMatrix, etc. |
My next plan is to create a function for modifying object frames, something like vehicle components - setElementFramePosition/Rotation/Scale |
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I have tested this thoroughly yesterday. For conventional object animations, it works perfectly. It does struggle with some animations found in cutscenes, mainly whenever the root bone is set to anything but "root". Some have it capitalized as "Root", or named different altogether. Cutscene peds also work for the most part! You can load them in as objects and apply the IPL, basically what the game does as well. Facial bones aren't working at the moment unfortunately, but all the other limbs are! |
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Amazing |
Facial bones fixed in #4565 |
Closes #1977, #362
Merge after #4052
This PR adds support for custom object animations. Animations can be applied both to a model ID and to a specific entity (supported for objects and buildings).
https://www.youtube.com/watch?v=wn0R0C1vLp0
Syntax
Code from video
I’m not sure if more complex animations work, because in #1977 it was mentioned:
Unfortunately, I don’t have a more advanced model or animations to test this case, so there is no guarantee that it works. If someone encounters this issue in the future and provides me with a model for testing, I'll fix the crash.
Thanks to @1Selective for the model and animations used for testing.