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Adding animations between PCO critical damage and wreck

Posted: Sun Jul 07, 2013 5:20 pm
by Diamondback
You all noticed that when a PCO explodes after having reached critical damage, there is no real animation, or transition between the smoking PCO and it's wreck. It just swaps from the smoking PCO to the wreck directly.

Now, perhaps this is hardcoded, but I would like to add a ''transition'' which translates to an animation between the time frame in which the PCO is still ''alive'' and when it's wrecked, in other words, when it explodes.

However, I want to do this for soldier meshes. I have tried the Pirates Mod and played around in the Komodo dragon PCOs. What deceived me the most about them is that when they were ''killed'' and were beyond critical damage, they simply exploded, which doesn't make any sense since they are animals and not machines.

I would like to recreate a nice animation for when my ''PCO soldiers'' explode. When you add any soldier mesh to the game, via an OST, when you kill it, it dies the same way than the animated soldiers bots and human use.

However, as mentionned, I want to code human hostages which would use the soldier mesh, but as they are soldiers, they need to be converted to PCOs first in order for me to link them to the Objective Game Mode (they are hostages that the enemy, or Axis team have to kill one by one, and the Allied side has to eliminate the terrorists, or the Axis, before the time runs out). Obviously I don't want to have them ''smoking'' upon reaching critical damage, and when they are beyond critical damage and ''explode'', that explosion is in fact the same animations the soldier meshes normally use when they die.

Any tips?

Re: Adding animations between PCO critical damage and wreck

Posted: Sun Jul 07, 2013 5:50 pm
by Apache Thunder
The best way to do this is with animated meshes.

For example, I have some flags that fall down on one of my boats in my BFH"42 mod:



As for animals. This is the best example. I animated a pig for the siege mod a long time back:

PigAnimations.mp4

Animations tied to a wreck mesh won't start until the wreck mesh is activated when the PCO is destroyed which is why this works pretty well. :D

To do this you will have to rig your mesh to skeleton and make animations for it. Not something I can explain in this post unfortunately. I think there should be some tutorials on it around here somewhere. ;)

Re: Adding animations between PCO critical damage and wreck

Posted: Wed Aug 21, 2013 5:25 am
by BotHunter
I'm sorry to bring this back up but, where could I get a hold on this tutorial?