Space Engineers

Space Engineers

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Anima Examples
   
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Type: Mod
Mod category: Block, Script, Animation, Other
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6 gen 2016, ore 23:10
19 nov 2016, ore 23:15
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Anima Examples

Descrizione
WARNING: This script is deprecated and may or may not work with latest version of Space Engineers.

I don't play Space Engineers anymore so i won't be providing any patches in the future.



This package is only useful for modders!

Parts animation script for Space Engineers
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This script allow SE Blocks to playback an animation, the animation is restricted to object's transformations along a timeline, it cannot do skinned animation.

Includes script, examples, documentation and Blender export plug-in.

Requires Blender 2.70 or up for exporting animations.

Do not use this for ship constructions! This is an example only!

GitHub at:
https://github.com/JustBurn/SE_Anima

Some of the mods using this script (Only mods that use animation heavily will be added here):
http://steamproxy.net/sharedfiles/filedetails/?id=605086856 - Holographic Radar
26 commenti
ColdWolf 20 apr 2017, ore 19:25 
Perfect, all I needed to know. Thanks a lot! :)
Justburner  [autore] 20 apr 2017, ore 19:07 
Any block can be animated but the issue is that it's impossible to check if a player is looking inside a specific container from the ModAPI. (that's as far i know, didn't checked the API for nearly a year or so!).

Anyway there's a workaround that works similar, the ModAPI do have access to the inventory contents so if you have a script that monitors the content of your crate for changes it can tell if any player (or incidentally a conveyor or something) is messing around and animate a "open", for the "close" it could be performed after a certain period of inactivity after being opened... overall not a perfect solution but still good enough.

Anyway to do all that you need to know quite a bit of scripting or find someone who can help you in that.
ColdWolf 20 apr 2017, ore 13:07 
Just a quick question, if it isn't too much trouble.
I'm more modeller/animator than scripter, so I'm unsure of the possibilities!

Is it possible to get ANY block to animate, or just powered/etc blocks?
For example, if I wanted to get a crate to play an opening or closing animation when
the player is looking inside it or leaving it, would that be possible?

Justburner  [autore] 16 mar 2017, ore 17:24 
Radar? You mean the Holographic Radar? You should ask the question there.
PrimOak6 16 mar 2017, ore 16:00 
Justburn is there a way we can use the radar on a different grid such as I Scouting prob
Justburner  [autore] 9 giu 2016, ore 0:29 
Sorry for the break-up on the examples due to keen moving some stuff into other namespaces... once again!...
Now they should be working again (as 1.137)
The anima script itself was completely unaffected.
Justburner  [autore] 16 apr 2016, ore 10:56 
This is found in the documentation: "If you see a black box in the place of your part that means Anima failed to read the model file, since File/Directory existance checks are blacklisted in the game the Anima script sadly can't tell you what went wrong, if you're using local mod make sure the altModName in m_anima.Init() point to the exact folder name of your mod, if you uploaded into the Workshop make sure the name you published is the same as in modName in m_anima.Init()."
Darth Biomech 5 apr 2016, ore 9:33 
What to do if the script shows no error, but subpart is not spawning either? Name of model appears to be correct
Darth Biomech 22 gen 2016, ore 12:51 
Oh. So it is a text file then? Good, then I belive I can simalate it, yes. Thanks.
Justburner  [autore] 22 gen 2016, ore 12:04 
Darth Biomech: Blender script only exports the keyframe data (position, rotation and scale) from the animation into a sequence class.
If you know how to write 3DS Max scripts you can replicate that without any troubles.

Alternatively you can specify your own transformations for each part manually without any need to attach a sequence.