Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Alrighty. Something interesting I have done:
Custom seat animations. But not your run of the mill static sit in seat animation. This animation can be activated by pressing the fire button. I found that it's possible to make the soldier transition into new animations by pressing a button or key as defined in the animation states. So I've tied this "get onto hood" animation to the fire button.
It's even possible to "detach" kit parts if you animate the kit part bones in a special way.
I've converted the "A" bone (the bone the sunglasses are attached to) to a box object so that I can move it independent of the head bone without detaching it (since detaching it from the skeleton will break the animation). Then I used a "Link Constraint" in 3DS Max to animate the glasses with them "attached" to the right hand. Thus they appear to be detached from the A bone in the animation but in fact the animation just changes the position of the bone relative to the head. The link constraint can be turned on/off during the animation in Max. Thus the glasses relink to the A bone at the end of the animation.
I plan on doing some kind of dance animation. This is just a test "transition" animation to get the soldier onto the hood. (since I wouldn't want him just teleporting there) I will probably create a simpler animation in the final result as this one is kinda rushed and crappy. Though the "putting sunglasses on" animation will be incorporated into the new animation.