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Animated textures revisited


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Not too long ago we were having a discussion regarding animated textures in 3ds Max. In that post, DieFeM provided some key information that I was looking for which enabled me to make this proof of concept. Keep in mind more tweaking is needed (like smoother transition between the slides) but it shows the art of the possible,

 

https://youtu.be/9icIERMy-OY

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I've done a bit of texture animation in some of my projects and I'd be happy to share any information I have if you're ever stumped by anything. Funny thing, I've never considered using Max to keyframe the animations. I just edit all the transform data using nifskope.

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Not too long ago we were having a discussion regarding animated textures in 3ds Max. In that post, DieFeM provided some key information that I was looking for which enabled me to make this proof of concept. Keep in mind more tweaking is needed (like smoother transition between the slides) but it shows the art of the possible,

Â

https://youtu.be/9icIERMy-OY

Wonderful. But I was lazy, because for a long time I added VotW panels to monitors, laptops, panels and tables. I will only use my own animation for complex geometry, various indicators and equipment.

https://youtu.be/gWDtnkjSKc4

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I suppose for choreographing purposes one could setup the respective slides within the gamebryo animation script (3ds Max) and implement in the CK via a quest/scene. This would synch the speaker's dialog and the slide up nicely I think and avoid complex timing sequence. For example,

 

Dialog scene for slide one

ProjectionMonitor01.PlayGamebryoAnimation("Slide1")

 

Dialog scene for slide two

ProjectionMonitor01.PlayGamebryoAnimation("Slide2")

 

etc.

 

I could also envision a similar scenario where a preacher goes to a lectern and gives his/her sermon supported with the visual aid of a monitor display giving the highlights of the sermon. Or a visual displaying a menu for a restaurant. Lots of ideas floating around in my head.

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I suppose for choreographing purposes one could setup the respective slides within the gamebryo animation script (3ds Max) and implement in the CK via a quest/scene. This would synch the speaker's dialog and the slide up nicely I think and avoid complex timing sequence. For example,

Â

Dialog scene for slide one

ProjectionMonitor01.PlayGamebryoAnimation("Slide1")

Â

Dialog scene for slide two

ProjectionMonitor01.PlayGamebryoAnimation("Slide2")

Â

etc.

Â

I could also envision a similar scenario where a preacher goes to a lectern and gives his/her sermon supported with the visual aid of a monitor display giving the highlights of the sermon. Or a visual displaying a menu for a restaurant. Lots of ideas floating around in my head.

It would be amazing. But I don't know how to implement it. Probably you need annotations, or something like that? In what specific way do you trigger the animation? Did you manage to trigger fully automatic event-bound animation through havok behavior control, or otherwise? If yes, then write a textbook for dummies right away. Because I still have to start all animations manually. It's just that some of my animations are looped, but the mechanics are still not far from the door. )
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Implementation will require some mastery of FO4's questing, dialog, lip synching and scripting systems. Lots to learn and I am sure implementation will require a lot of trial and error. As far as starting your animations other than manually, I would look at trigger volumes and a script to activate the animation. For example, you could setup a trigger volume in the vicinity of a door, attach a script to the trigger volume that opens/closes the door when the player enters. There are a number of scripts in the game that could be adapted for use. Worth investigating.

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Implementation will require some mastery of FO4's questing, dialog, lip synching and scripting systems.ÃÂ Lots to learn and I am sure implementation will require a lot of trial and error.ÃÂ As far as starting your animations other than manually, I would look at trigger volumes and a script to activate the animation.ÃÂ For example, you could setup a trigger volume in the vicinity of a door, attach a script to the trigger volume that opens/closes the door when the player enters.ÃÂ There are a number of scripts in the game that could be adapted for use.ÃÂ ÃÂ Worth investigating.

no, I use a autodoor, no problem with that. But this is nonsense. We need to find a way to animate furniture and implement fully automatic animation of objects. There are many objects that run without scripting at all. They are somehow prepared already in max and do not even require any scripts in ck. Built, they start immediately and play a whole bunch of animations. They all contain a node (controller?) BsBehaviorGraphData. It is in plugins, in maxscript, but I donât know what it is and how to use it. Edited by South8028
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Implementation will require some mastery of FO4's questing, dialog, lip synching and scripting systems.ÃÂ Lots to learn and I am sure implementation will require a lot of trial and error.ÃÂ As far as starting your animations other than manually, I would look at trigger volumes and a script to activate the animation.ÃÂ For example, you could setup a trigger volume in the vicinity of a door, attach a script to the trigger volume that opens/closes the door when the player enters.ÃÂ There are a number of scripts in the game that could be adapted for use.ÃÂ ÃÂ Worth investigating.

no, I use a autodoor, no problem with that. But this is nonsense. We need to find a way to animate furniture and implement fully automatic animation of objects. There are many objects that run without scripting at all. They are somehow prepared already in max and do not even require any scripts in ck. Built, they start immediately and play a whole bunch of animations. They all contain a node (controller?) BsBehaviorGraphData. It is in plugins, in maxscript, but I donât know what it is and how to use it.

 

 

I'll explain a bit about the BehaviorGraphExtraData in my tutorial. You are correct, there are BGEDs that allow you to cycle through animations without using scripts, but as it pertains to stuff I've built, the trigger is a power source. I have also made some custom BGEDs that allow for many, many different animation sequences which are really quite easy to then call out in a script.

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Â

Implementation will require some mastery of FO4's questing, dialog, lip synching and scripting systems.ÃÃÂ Lots to learn and I am sure implementation will require a lot of trial and error.ÃÃÂ As far as starting your animations other than manually, I would look at trigger volumes and a script to activate the animation.ÃÃÂ For example, you could setup a trigger volume in the vicinity of a door, attach a script to the trigger volume that opens/closes the door when the player enters.ÃÃÂ There are a number of scripts in the game that could be adapted for use.ÃÃÂ ÃÃÂ Worth investigating.

no, I use a autodoor, no problem with that. But this is nonsense. We need to find a way to animate furniture and implement fully automatic animation of objects. There are many objects that run without scripting at all. They are somehow prepared already in max and do not even require any scripts in ck. Built, they start immediately and play a whole bunch of animations. They all contain a node (controller?) BsBehaviorGraphData. It is in plugins, in maxscript, but I donât know what it is and how to use it.

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I'll explain a bit about the BehaviorGraphExtraData in my tutorial. You are correct, there are BGEDs that allow you to cycle through animations without using scripts, but as it pertains to stuff I've built, the trigger is a power source. I have also made some custom BGEDs that allow for many, many different animation sequences which are really quite easy to then call out in a script.Â

We are looking forward to your guidance, but we are in no hurry. Better to keep this guide detailed so that inexperienced people like us can understand. ) I remember your dance ola. I used it for a long time. It seemed to me that this is an extremely difficult thing.
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