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SUGGESTION: HIDE MESH AND CUSTOM ANIMATION SCALING

Open mrwallace888 opened this issue 6 years ago • 9 comments

Can we get "Hide Mesh" again? If it was broken or something I don't recall it ever being really broken.

Also when using Custom Animation, you can move and rotate bones. We should add in bone scaling too. And also have it maybe work with flexes and flex weight? So it's like, in one frame your eyelid closes to about half or something and then opens back up as you move your arm up. This is entirely random but I'm giving an example. Proxies can be a bit messy to work with, and doing this can also keep it synced up in my custom animation since it's actually IN the Custom Animation editor rather than having to make a separate proxy or something to make it do what I want it to. Am I over-complicating this?

mrwallace888 avatar Jun 21 '19 19:06 mrwallace888

Hide mesh was tied to client crashes. I thought they revised it but I don't know.

Those animation improvements would be welcome. Try to keep issues as their own separate issue btw.

thegrb93 avatar Jun 21 '19 20:06 thegrb93

Would flex animation in the Custom Animation thing work at all?

mrwallace888 avatar Jun 22 '19 00:06 mrwallace888

Bump. Anyone?

mrwallace888 avatar Jun 23 '19 02:06 mrwallace888

You can probably add anything you want to the custom animations, but it's just up to someone to have to do the work.

thegrb93 avatar Jun 23 '19 02:06 thegrb93

Custom Animation only lets you animate by rotating and moving bones. That's it.

mrwallace888 avatar Jun 26 '19 18:06 mrwallace888

I know, that doesn't mean it can't be added though.

thegrb93 avatar Jun 26 '19 18:06 thegrb93

Bump. Will the scaling feature in Custom Animation ever get added?

mrwallace888 avatar Jul 11 '19 08:07 mrwallace888

I'm not sure if scaling will get added since that is kind of what caused hide mesh to crash clients. You can, however, add the scaling to MDL animations and use those. I did this with my animations since pac doesn't support 8-way animations yet. You just have to decompile the model you use, make the animations (in blender for example) and recompile with the animations included. Then you just use them with the animation part or anything else that uses normal animations

lilggamegenius avatar Jul 11 '19 08:07 lilggamegenius

Yeah well I don't know how to do that.

mrwallace888 avatar Jul 11 '19 09:07 mrwallace888