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DarkBASIC Professional Discussion / Running multiple animations simultaneously

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xenla
13
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Joined: 29th Jun 2013
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Posted: 29th Jun 2013 11:12
Hi all,

Something that I've been wondering for a while are how animations work for games characters, where two separate animations are being run at once. As an example, in a typical shooter (thinking of warframe specifically) you could be running and reloading your gun, and then move immediately into a jump/slide/crouch, without interrupting the reload animation.

I recall when Quake 3 came out that each character was actually two models (upper and lower body were two separate models and had separate animations), this doesn't seem to be the way modern games are made though?

So I guess the question is, how are animations run without interrupting each other? Any ideas on how this can be achieved in DBP?

Cheers.
Pincho Paxton
23
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Joined: 8th Dec 2002
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Posted: 29th Jun 2013 15:16 Edited at: 29th Jun 2013 15:21
The two body halves sounds like a good way to do it. Commercial games use home made animation editors, so they do not represent DB Pro very well. There is also mesh deformation, and vertex editing. They are very advanced.

Chris Tate
DBPro Master
17
Years of Service
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Joined: 29th Aug 2008
Location: London, England
Posted: 29th Jun 2013 16:09
TGC's Enhanced Animations plugin; that's what you need. It allows you to play seperate animations on seperate limbs.

I've not used it much however, I've not reached the point yet where animation is the focus.

xenla
13
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Joined: 29th Jun 2013
Location:
Posted: 30th Jun 2013 16:09
Thanks guys,

Sounds like the enhanced animations plugin hits the nail on the head. I'm still curious as to how it actually works though, but will look at getting that plugin.

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