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AnTycrisT
RocksTar
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Thursday, August 11, 2011
in the SVN he use the frames of the transform up animation in the head, so... when you change the textures in the head/hair when you power up he use again that frames and that causes he change again the color of his head/hair...
in the public beta 1 he don't use any other frames so... after the transformation with the texture change he still use the normal textures, in this case the Super Saiyan textures...
http://www.youtube.com/watch?v=bW5WLaCGfjs
so... I can't do a great transform animation for that, I think that's already coded because when I change the animation code of that character (and all the others) he still use the frames of the transformation up in the head, so... you can fix that? I mean I'm working in the animation for Goku and Vegeta when them turn in Super Saiyan for first time and if I do that the character will have to many bugs in battle and stuff because if you use the ki bost he use again the frames from the transform up animation and at the end will be usselesss all that work so... you will put it like before or will stay like that?...
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Djosama
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Thursday, August 11, 2011
Maybe if you rig the hair you can do a better transformation... *laughing out loud* I keep coming to your threads because I love your characters
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Shenku
RiO Incarnate
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Thursday, August 11, 2011
I'm not 100% sure, but I think it might have something to do with the "overridehead" flag near the top of the animation file, that's used to animate Goku's hair while in his base state(Otherwise his hair doesn't animate with the auras, or while moving).
Try deleting it from the animation file, and see if it makes a difference. If it does, that's the culprit right there, though I believe that's all setup from the back end of the code itself. Not sure if I'd be able to fix it or not myself, as I'm not that experienced with messing around with the code just yet...
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AnTycrisT
RocksTar
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Thursday, August 11, 2011
Djosama, thanks but I'm talking about the texture change...
Shenku, yes, you're right Shenku... if you delete the "overridehead" he don't move the hair or anything like that but... that's just in the public beta 1, I already made that but he still use the frames from the transform up animation, in fact that was my first idea, for that reason I say if them already code that because it can't change now... anyway thanks for you rasonable answer...
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Shenku
RiO Incarnate
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Thursday, August 11, 2011
Was worth a try... *Shrugs*
I'll take a peak at the code when I get a chance, and will see if I can find what's causing it. It's probably buried somewhere in the animation control part of the code I would think, though I'm guessing at this point...
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AnTycrisT
RocksTar
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Friday, August 12, 2011
Shenku wrote : Was worth a try... *Shrugs*
I'll take a peak at the code when I get a chance, and will see if I can find what's causing it. It's probably buried somewhere in the animation control part of the code I would think, though I'm guessing at this point...
that could be great, thanks man...
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Shenku
RiO Incarnate
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Saturday, August 13, 2011
Not completely sure, but I think it's something in this bit of code here.
if(cg.predictedPlayerState.bitFlags & usingBoost){
CG_RunLerpFrame( ci, ¢->pe.head, ANIM_TRANS_UP, speedScale );
} else if ( cent->currentState.eFlags & EF_AURA && ci->overrideHead) {
CG_RunLerpFrame( ci, ¢->pe.head, ANIM_KI_CHARGE, speedScale );
} else if ( ci->auraConfig[tier]->auraAlways && ci->overrideHead) {
CG_RunLerpFrame( ci, ¢->pe.head, ANIM_KI_CHARGE, speedScale );
} else if ( ANIM_FLY_UP == torsoAnimNum && ci->overrideHead ) {
CG_RunLerpFrame( ci, ¢->pe.head, ANIM_KI_CHARGE, speedScale );
} else if ( ANIM_FLY_DOWN == torsoAnimNum && ci->overrideHead ) {
CG_RunLerpFrame( ci, ¢->pe.head, ANIM_KI_CHARGE, speedScale );
The top most one seems to be set to ANIM_TRANS_UP where as the rest are ANIM_KI_CHARGE... So unless I'm missunderstanding your issue, somewhere along the line of development this got changed so that boosting uses the Transform Up animation every time, regardless of the "overrideHead" flag in the animation file...
Going to try changing it, and recompiling, then I'll commit it to the SVN if it doesn't break anything so you can see if it fixes it...
Edit: Tried it briefly, and it doesn't seem to have broken anything, so I uploaded it into the SVN...
Don't know if it'll fix your issue or not, since I don't have your character to test with, so let me know if it works now...
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