Darkbladecr
26th Feb 12, 4:52 PM
There is this option in OE called Add new Matrix animation, this has generally been a mystery as to what it really does. I have been working on getting custom animations for the M1919A4, which relic for some reason left and did not pack into the Release of CoH.
http://img850.imageshack.us/img850/6136/30calm1919.jpghttp://img545.imageshack.us/img545/3668/30cal.jpg
Also additionally there is the same thing for the 50cal_tripod:
http://img708.imageshack.us/img708/8152/50caltripod.jpg
Now what Matrix animations do is allow you to combine complex 'stationary' animations together and let them be affected by more than one variable so that you get a smooth transition and good animation. Let me explain, when you have the default HMG you have the model able to aim horizontally for about 90 degrees in total and vertically for 40 degrees in total. With the way animations are done, and so that there are no conflicts, it would be impossible to animate the soldier to aim horizontally and vertically (with 2 animations) at the same time without causing conflicts in bone placement and rotation. What relic has created is a very smart system, where the Engine will take these animations 'stills' and combine them in how it thinks it should be animated.
http://img836.imageshack.us/img836/7812/matrixanimation.jpg
http://i483.photobucket.com/albums/rr199/Darkbladecr/th_aiming_done.jpg Click for video preview (http://s483.photobucket.com/albums/rr199/Darkbladecr/?action=view¤t=aiming_done.mp4)
So as you can see there are various stills that are done and these are combined for the full animation. What relic did was add one center animation, and then 5 variants of height for the left and right side (center, 2 upper, 2 lower aiming). Not exactly sure how far you can go with these matrix andimaitons by adjusting them and adding animations to the 'stills', as you can see in the video above, it is also possible to add a recoil style animation as well.
http://img840.imageshack.us/img840/3238/matrixsetup.jpg
So I added 2 variables the HMG horizontal (angle) and HMG vertical (tilt), and then applied the animations to the setup, and adjusted the center and radius of the animations. The way this works is that the 2 variables will be setup in a 2D plane, and the centers = points in the plane along the x-axis and y-axis, the radius designates where the animation will influence.
Be careful when doing this Matrix setup in OE, since if you add half your animations and set them up, and then try to add more you will get invalid animation errors, and crash the game when you try to use the .rgo
http://img10.imageshack.us/img10/5153/errorxs.jpg
Here are the source files (http://www.mediafire.com/?l2o2368bl11p7ai) so you can see for yourself, however don't try burning this and adding it to your mod, I will setup a public release with Eliw00d this week!
http://img850.imageshack.us/img850/6136/30calm1919.jpghttp://img545.imageshack.us/img545/3668/30cal.jpg
Also additionally there is the same thing for the 50cal_tripod:
http://img708.imageshack.us/img708/8152/50caltripod.jpg
Now what Matrix animations do is allow you to combine complex 'stationary' animations together and let them be affected by more than one variable so that you get a smooth transition and good animation. Let me explain, when you have the default HMG you have the model able to aim horizontally for about 90 degrees in total and vertically for 40 degrees in total. With the way animations are done, and so that there are no conflicts, it would be impossible to animate the soldier to aim horizontally and vertically (with 2 animations) at the same time without causing conflicts in bone placement and rotation. What relic has created is a very smart system, where the Engine will take these animations 'stills' and combine them in how it thinks it should be animated.
http://img836.imageshack.us/img836/7812/matrixanimation.jpg
http://i483.photobucket.com/albums/rr199/Darkbladecr/th_aiming_done.jpg Click for video preview (http://s483.photobucket.com/albums/rr199/Darkbladecr/?action=view¤t=aiming_done.mp4)
So as you can see there are various stills that are done and these are combined for the full animation. What relic did was add one center animation, and then 5 variants of height for the left and right side (center, 2 upper, 2 lower aiming). Not exactly sure how far you can go with these matrix andimaitons by adjusting them and adding animations to the 'stills', as you can see in the video above, it is also possible to add a recoil style animation as well.
http://img840.imageshack.us/img840/3238/matrixsetup.jpg
So I added 2 variables the HMG horizontal (angle) and HMG vertical (tilt), and then applied the animations to the setup, and adjusted the center and radius of the animations. The way this works is that the 2 variables will be setup in a 2D plane, and the centers = points in the plane along the x-axis and y-axis, the radius designates where the animation will influence.
Be careful when doing this Matrix setup in OE, since if you add half your animations and set them up, and then try to add more you will get invalid animation errors, and crash the game when you try to use the .rgo
http://img10.imageshack.us/img10/5153/errorxs.jpg
Here are the source files (http://www.mediafire.com/?l2o2368bl11p7ai) so you can see for yourself, however don't try burning this and adding it to your mod, I will setup a public release with Eliw00d this week!