collada animation yes,but isthe commands to edit and play collada animation?

2

(17 replies, posted in External Tools)

hi,No.

3

(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

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

(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

(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

(6 replies, posted in Scripting)

hi,
where i do set/change the smooth transition value between animations?

"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

(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

(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

(64 replies, posted in Plugins)

hi,ok
I prefer the method using the point to access the attribute
Thanks com3D!

12

(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

(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

(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

(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

(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

(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

(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

(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

(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

(64 replies, posted in Plugins)

sorry
I forgot the commas
it worked
Now I'll test with some of the functions
thanks

22

(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

(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

(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

(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?