animated models
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Fatal_Error
animated models
please can someone tell me where to find a tutorial for making animated models in BinEdit? Thanks... I've been searching for days.
The tutorial hasn't been made yet. It's being worked on, but not even close to finished.
However, the principle is fairly basic. You create the model that you want to animate. Then change it slightly as if it were going to start in the direction you want. Save it with a new name. Again, change it slightly and save it with a new name. Once you have 3 or 4 or more of these models that are ever so slightly different from one another, you use Oliver Pieper's utility Bin Animater to create the "control" bin. That is what you insert into the track so the game knows how to make it work.
If you are unsure how this works, open the rex bins from c98 in binedit. Start with rex1 and then rex2, etc. You will see how each one is slightly different from the one previous. The combined effect is what creates the appearance of motion in the game.
If you're model will be a simpler, more basic idea, you might want to try using animated textures. You can find some of that info here
Hopefully, we can get something for animated models soon. I can't make any promises right now, but I can say it's being worked on.
I hope this helps.
Edited (30-10-2002) by Phineus
However, the principle is fairly basic. You create the model that you want to animate. Then change it slightly as if it were going to start in the direction you want. Save it with a new name. Again, change it slightly and save it with a new name. Once you have 3 or 4 or more of these models that are ever so slightly different from one another, you use Oliver Pieper's utility Bin Animater to create the "control" bin. That is what you insert into the track so the game knows how to make it work.
If you are unsure how this works, open the rex bins from c98 in binedit. Start with rex1 and then rex2, etc. You will see how each one is slightly different from the one previous. The combined effect is what creates the appearance of motion in the game.
If you're model will be a simpler, more basic idea, you might want to try using animated textures. You can find some of that info here
Hopefully, we can get something for animated models soon. I can't make any promises right now, but I can say it's being worked on.
I hope this helps.
Edited (30-10-2002) by Phineus
The readme in Oliver Pieper's Bin Animator gives a pretty good description of how it all works.
The game engine itself 'morphs' between one frame and the next and that is really what makes the process so amazing. You really don't have to try too hard to make transitional frames, you just make a beginning and an end of a movement (basically) and all of the in between will morph quite magically.
The models have to have the identical number of vertices and faces, and I believe the vertice numbering must be the same. So that vertice #33 on the first model will morph to the position of vertice #33 on the second model.
To make simple spinning model all you have to do is save your basic model as the first frame, rotate it 90 degrees on the Y axis and save as the second frame, rotate 90 degrees again and save as third frame, then rotate 90 degrees one more time and save as the fourth frame. I find that works beautifully.
Then you start bin animator, insert the model names in order, set the # of frames and framerate, save as yet another bin name (include the BIN extension, and don't accidentally overwrite an existing bin because I don't think you will be prompted for an overwrite).
That's about it.
You can also make an animation by translating the whole model or just some vertices between frames. A simple two frame animation would consist of a model at ground level, and then a second frame with that same model translated up a number of feet, Animate those frames and you'll have something riding up and down.
I've had an idea in me head a long time, even before I knew how it could be done, of some animated spikes that could be set deep in the floors and ceilings, and would ride up and down. Quite a menacing picture ;-) Never done it yet though. But I've had a lot of fun with animated models. I am making a track right now that will have quite a few.
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I think the trick is to create the extremes of of each 'movement' and allow the game engine itself to morph between them. But if the range of motion is too great or goes through too much of an arc, then you would do well to create a mid-point frame so that the model will not change shape too noticeably during the transition. Experimentation is the key to finding what works most efficiently and looks the best for your model's shape.
Lets say you wanted to make a forklift function by moving forward, lifting up, moving back, and setting down:
First frame is the forklift with forks down. (FL1.bin)
Second frame is the whole model is translated forward (FL2.bin)
Third frame the forks are lifted to the top postion (FL3.bin)
Fourth frame is whole model translated backwards to original position (FL4.bin)
That is the loop. The game should morph each of those movements and it should look quite natural.
If you wanted the forklift to pause when forks are down you would keep inserting FL1.bin as additional frames of the animation, to add to the time that position is kept.
[This message has been edited by Winterkill (edited 06-03-2000).]
The game engine itself 'morphs' between one frame and the next and that is really what makes the process so amazing. You really don't have to try too hard to make transitional frames, you just make a beginning and an end of a movement (basically) and all of the in between will morph quite magically.
The models have to have the identical number of vertices and faces, and I believe the vertice numbering must be the same. So that vertice #33 on the first model will morph to the position of vertice #33 on the second model.
To make simple spinning model all you have to do is save your basic model as the first frame, rotate it 90 degrees on the Y axis and save as the second frame, rotate 90 degrees again and save as third frame, then rotate 90 degrees one more time and save as the fourth frame. I find that works beautifully.
Then you start bin animator, insert the model names in order, set the # of frames and framerate, save as yet another bin name (include the BIN extension, and don't accidentally overwrite an existing bin because I don't think you will be prompted for an overwrite).
That's about it.
You can also make an animation by translating the whole model or just some vertices between frames. A simple two frame animation would consist of a model at ground level, and then a second frame with that same model translated up a number of feet, Animate those frames and you'll have something riding up and down.
I've had an idea in me head a long time, even before I knew how it could be done, of some animated spikes that could be set deep in the floors and ceilings, and would ride up and down. Quite a menacing picture ;-) Never done it yet though. But I've had a lot of fun with animated models. I am making a track right now that will have quite a few.
======================
I think the trick is to create the extremes of of each 'movement' and allow the game engine itself to morph between them. But if the range of motion is too great or goes through too much of an arc, then you would do well to create a mid-point frame so that the model will not change shape too noticeably during the transition. Experimentation is the key to finding what works most efficiently and looks the best for your model's shape.
Lets say you wanted to make a forklift function by moving forward, lifting up, moving back, and setting down:
First frame is the forklift with forks down. (FL1.bin)
Second frame is the whole model is translated forward (FL2.bin)
Third frame the forks are lifted to the top postion (FL3.bin)
Fourth frame is whole model translated backwards to original position (FL4.bin)
That is the loop. The game should morph each of those movements and it should look quite natural.
If you wanted the forklift to pause when forks are down you would keep inserting FL1.bin as additional frames of the animation, to add to the time that position is kept.
[This message has been edited by Winterkill (edited 06-03-2000).]
animated bin quirks in certain situations:
I noticed something about animated bins for the first time while making my animated MTMG billboard. When the 'morphing' transitions are automatically calculated by the game engine in an attempt to go from one small frame to one very large frame there is an expansion factor that comes into play. The transition to the largest frame will actually grow considerably larger than the real size of the largest model, thus if you are attempting to keep a model withing certain bounds (like I did trying to keep a warping panel inside the frame of the billboard) you must shrink your largest model somewhat in order to allow for the expansion factor.
I noticed something about animated bins for the first time while making my animated MTMG billboard. When the 'morphing' transitions are automatically calculated by the game engine in an attempt to go from one small frame to one very large frame there is an expansion factor that comes into play. The transition to the largest frame will actually grow considerably larger than the real size of the largest model, thus if you are attempting to keep a model withing certain bounds (like I did trying to keep a warping panel inside the frame of the billboard) you must shrink your largest model somewhat in order to allow for the expansion factor.
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Fatal_Error
D'oh! I can't get my gun to spin on my turret with binanimate! Y?
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sam.gage@btinternet.com
Yours Mentally
SIG
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Friend of the above.
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sam.gage@btinternet.com
Yours Mentally
SIG
<IMG SRC="http://www.thesimpsons.com/bios/images/bios_family_bart_icon.gif" border=0>
Friend of the above.
ani_tank.gif
Hmmm. Can't remember why this isn't posted on the animated models page. I think toxin made it for baddy's soviet strike but it's been a long time so I'm not even sure about that. Anyway, if you're really clever you'll figure out how to get it, then you can have a look to see how it works. Sorry, can't post it without the go ahead =(
edit. ugly gif file, huh? No wonder it wasn't posted, lol. I'll have to do something about that.
Edited (30-10-2002) by Phineus
Hmmm. Can't remember why this isn't posted on the animated models page. I think toxin made it for baddy's soviet strike but it's been a long time so I'm not even sure about that. Anyway, if you're really clever you'll figure out how to get it, then you can have a look to see how it works. Sorry, can't post it without the go ahead =(
edit. ugly gif file, huh? No wonder it wasn't posted, lol. I'll have to do something about that.
Edited (30-10-2002) by Phineus
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ZO_BigDOGGe
- Member
- Posts: 363
- Joined: Mon Nov 20, 2000 2:01 pm
- Location: Mountain View, Calif., USA
YAY! I finally figured out how to use the animated texture feature in BinEdit (thanks to u guys.....thx a lot.)
It's very limited compared to animated .bins, but it is usable on a truck ....that's good enuff for now,.... put me in coach, I'm ready to play....
I now have a Ford running around my test track with an 8-foot spinning propeller on the back...see what you started? This is your fault! (lol)
--oboy...a new toy---
[This message has been edited by ZO_BigDOGGe (edited 30-05-2001).]
It's very limited compared to animated .bins, but it is usable on a truck ....that's good enuff for now,.... put me in coach, I'm ready to play....
I now have a Ford running around my test track with an 8-foot spinning propeller on the back...see what you started? This is your fault! (lol)
--oboy...a new toy---
[This message has been edited by ZO_BigDOGGe (edited 30-05-2001).]