![]() ![]() Does it save the static model and keep the animation files separately?Ģ. I'm assuming it was proprietary, like MC2's tgl (known as ASE) format. Can anyone point me to the documentation and explain a few things for me?ġ. I tried to look at the documentation on the new animation system, but can't find it, as the link is dead. I used to do art for Mechcommander Omnitech an in so far, this seems to be the best engine to use for such purposes. I'm looking for an engine to recreate the old Mechcommander 2 game. If i define EVENT - do i have to point to another PIE file for the model and animation, or can i target the same (itself) PIE file? (as default/rest pose for example)Īs i do not see the pointer in ANIMOBJECT to which an EVENT it belongs to, should every PIE have only one ANIMOBJECT defined? If the scaling values are negative, they indicate that the animation is a legacy keyframe animation sequence. The values are the total animation time (of all frames), the number of cycles to render the animation, where zero is infinitely many, and finally the number of animation frames that follows.įrame xpos ypos zpos xrot yrot zrot xscale yscale zscaleĮach animation line starts with the serially increasing frame number, followed by three (x, y, z) vectors, one for position, one for rotation, and one for scaling. If the mesh is animated, this directive will tell the game how to animate it. ![]()
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