collada animation yes,but isthe commands to edit and play collada animation?
1 2013-08-24 15:42:27
Re: Reading more 3d formats : Assimp integration (Collada, obj, blend...) (20 replies, posted in Editor)
3 2013-08-23 14:41:30
Re: Export Deform bones only (17 replies, posted in External Tools)
"See Blender Collada Export for example."
@com3D
in Blender > Export > Collada (default) (.dae)
the export options window does not appear
4 2013-08-23 14:26:12
Re: Reading more 3d formats : Assimp integration (Collada, obj, blend...) (20 replies, posted in Editor)
i have tried file > import 3d model
to import a colada animated mesh exported from blender
but during the game the mesh just starts to animate
it seems that there are no export options or commands to animate collada yet,right?
5 2013-08-23 13:51:21
Re: animation smooth transition? (6 replies, posted in Scripting)
"I think what you need is called "blending animations". "
yes
"I don't think it's supported yet."
let's see what anael says because I really need to know
6 2013-08-22 13:35:55
Re: animation smooth transition? (6 replies, posted in Scripting)
will not work
would have to wait the sequence to finish first in order to change
when the normal is stop and change
7 2013-08-22 01:58:26
Topic: animation smooth transition? (6 replies, posted in Scripting)
hi,
where i do set/change the smooth transition value between animations?
8 2013-08-18 03:32:16
Re: Reading more 3d formats : Assimp integration (Collada, obj, blend...) (20 replies, posted in Editor)
"For both ways the meshs will be always converted in binary during publishing"
if i publish my game before this,the .blend is exposed?
anyone can easily open my character.blend file in blender and play with it?
9 2013-08-18 02:24:56
Re: look at / distance (13 replies, posted in Scripting)
hi,
would be very useful if you include an similar command as the other game engines
angle = Mathf.DeltaAngle(turretPos, targetPos)
rotate(turret, {x, y, z}, angle, "local")
Unity
Mathf.DeltaAngle(curPos, targetPos);
Calculates the shortest difference between two given angles
leadwerks
Math::DeltaAngle
This function returns the shortest distance between the two angles, relative to the first angle.
10 2013-08-16 07:42:34
Re: look at / distance (13 replies, posted in Scripting)
the Look at behaviour does not work for a turret game
the behaviour does not rotate the object gradually he just points instantly
which prevents an turret just start spinning gradually by the shortest path and only when the target comes close to a distance range
11 2013-08-09 15:57:13
Re: Some Plugins (64 replies, posted in Plugins)
hi,ok
I prefer the method using the point to access the attribute
Thanks com3D!
12 2013-08-08 17:17:18
Re: Some Plugins (64 replies, posted in Plugins)
ok,thanks
in your first example the objects and speed parameter list were created inside the player list,using commas at the end and you must use the point access to each parameter
player = {
objs = {getObject("player1"), getObject("player2")},
speed = {-0.4, -2},
}
for j=1, #player.objs do
translate(player.objs[j], {0,player.speed[j],0}, "local")
if player.speed[j] > 3 then player.speed[j] = 3 end
end
which is quite different from the getClone example
is there any difference between choosing to use one of these methods?
13 2013-08-08 13:28:23
Re: Some Plugins (64 replies, posted in Plugins)
if i have a enemy cloneList and a turret cloneList and both with a parameter with
the same name : life
enemy = getObject("enemy")
enemyCloneList = {}
life = {100,100,100}
for j=1, 3 do
table.insert(enemyCloneList, #enemyCloneList + 1, getClone(enemy))
end
turret = getObject("turret")
turretCloneList = {}
life = {100,100,100}
for k=1, 3 do
table.insert(turretCloneList, #turretCloneList + 1, getClone(turret))
end
is this parameter with the same name associated with the "correct" corresponding cloneList just for being right below it?
14 2013-08-08 12:16:40
Re: Some Plugins (64 replies, posted in Plugins)
hi,
outside the cloneList?
if there are other lists just put the variables outside and below the corresponding list?
15 2013-08-08 02:45:42
Re: Some Plugins (64 replies, posted in Plugins)
hi,
in this case,using getClone example,where to set the speed variable table for each clone?
object = getObject("object")
cloneList = {}
for j=1, 3 do
table.insert(cloneList, #cloneList + 1, getClone(object))
end
for j=1, #cloneList do
rotate(cloneList[j], {0, 0, 1}, 1, "local")
end
16 2013-08-07 18:10:47
Re: look at / distance (13 replies, posted in Scripting)
ok thanks
but I still need pass the current target (the closest enemy) to each turret in the lua script
the only way to do this is using the look-at behavior attached to each turret?
17 2013-08-07 16:19:39
Re: look at / distance (13 replies, posted in Scripting)
delta yaw angle
how much (remaining amount/angle) an object should be rotated by in order to face completely the other object
and knowing this angle I can define a accuracy range so that the enemy/cpu can shoot the player
18 2013-08-07 11:47:05
Re: look at / distance (13 replies, posted in Scripting)
are you using lua 3D math in the 2D rotation example?
for true 3D using look-at behaviour directly does not show me the delta yaw angle that I need to define "aiming acurracy range"
19 2013-08-06 12:22:37
Re: look at / distance (13 replies, posted in Scripting)
hi,anael thanks
which of those 3D math lua commands I use to calculate the delta yaw angle between two objects?
20 2013-08-05 21:17:31
Topic: look at / distance (13 replies, posted in Scripting)
hi,
how to rotate an object towards another?
how to calculate the distance between two objects?
I did not find lua functions for this
21 2013-07-30 13:06:54
Re: Some Plugins (64 replies, posted in Plugins)
sorry
I forgot the commas
it worked
Now I'll test with some of the functions
thanks
22 2013-07-30 11:55:31
Re: Some Plugins (64 replies, posted in Plugins)
let me explain better
the balls were spinning before including the speed property table
but stopped running after adding it
and for testing I disabled it and it worked again
23 2013-07-29 21:21:03
Re: Some Plugins (64 replies, posted in Plugins)
hi,com3D and thanks
but the 3 balls only rotates when I turn off the speed property
ball = {
objs = {getObject("ball1"),getObject("ball2"),getObject("ball3")}
--speed = {-0.4, -2,3}
}
function onSceneUpdate()
for j=1, #ball.objs do
rotate(ball.objs[j], {0, 0, -1}, 1)
end
end
24 2013-07-28 02:13:55
Re: Some Plugins (64 replies, posted in Plugins)
ok thanks
but for now I prefer to start with the normal method first to understand how the lua script works in maratis
and then I'll try with the plug ins
in this example how to include more players ( instead just one ) and Loop through all of them?
players = {
objs = more than one player?
speed = 3,
update = function()
for each player
if player speed > 3
player speed = 3
end
}
25 2013-07-27 03:55:08
Re: Some Plugins (64 replies, posted in Plugins)
thanks Nistur
I am more of an artist than a programmer and although I think it
too complicated I'll take a look at the links
is MScriptableBehavior ( with MEvent and MScriptExt ) the only way to create and access (get/set) "custom" properties/attributes in Maratis lua scripts?
MScriptableBehavior "player" {
speed = 3,
can I only access and change the speed of a specific enemy in a array?