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Animation Triggers (for doors)

Posted: Fri Mar 31, 2006 8:21 pm
by Lord-Bandu
Id like to know how to get my custom animated door in game working.

I have the Zaabin ,Zafbin and anims (open) files in my worlds munged folder . I based the setup in my animations folder like the Deathstar blast doors and copied the blast doors ODF .

Here is my ODF :

[GameObjectClass]

ClassLabel = "door"
GeometryName = "bandu_prop_inv_bridgedoor.msh"


[Properties]

GeometryName = "bandu_prop_inv_bridgedoor"
AnimationName = "bandu_prop_inv_bridgedoor"

Animation = "open"

AnimationTrigger = "hp_invdoor"


OpenSound = "big_door_open"
CloseSound = "big_door_close"
LockedSound = "vehicle_equip"
FoleyFXGroup = "metal_foley"



Now, for the AnimationTrigger I added a cube so that it covered the animated door and named it hp_invdoor and hid it in my heirachy (in XSI).

I think iv done it right in XSI . ( i did it the same way as my GeoFanBlade fighter , and that workd fine)



In Zeroeditor my door is in an opened state ( the basepose is closed) and in game its closed . In game ,when I run up to my door (into my animation trigger (hp_invdoor) ) the door does not open :(

is there something im missing?

RE: Animation Triggers (for doors)

Posted: Fri Mar 31, 2006 9:10 pm
by Lord-Bandu
thanks . I'l check out the Palace right now .


Iv looked at the jabba doors and it looks as tho im missing an animation msh called Idle.msh .

I have basepose.msh and open.msh .

Not sure how to setup an idle.msh .



I think the trapdoor is my best bet . here is the trapdoor ODF

[GameObjectClass]

ClassLabel = "animatedprop"
GeometryName = "tat3_prop_trapdoor.msh"


[Properties]

GeometryName = "tat3_prop_trapdoor"
AnimationName = "tat3_prop_trapdoor"

Animation = "idle"
Animation = "open"

AnimationTrigger = "open hp_trapradius 1.0 trap_open"


FoleyFXGroup = "metal_foley"



The idle animation confuses me . I thought the basepose was used when an animated object wasnt being activated?

ALso the Animation trigger seems a little weird :S

RE: Animation Triggers (for doors)

Posted: Sat Apr 01, 2006 2:54 am
by Koolaid7g
Mr. Bandu- I've been having similar problems with doors and such as well. But instead of making them in XSI, I've just been doing it in Zero editor with the same results as you. It plays out alright in the editor, but when you munge and play in-game it stays shut.

RE: Animation Triggers (for doors)

Posted: Sun Apr 02, 2006 7:36 am
by Qdin
that hp_invdoor

is that a Null or an actual mesh which is hidden..? because maybe you can use a mesh as a region to trigger the animation...?

and that idle.msh - isn't it just the same as basepose.msh? I'd guess you would have the basepose.msh and the idle.msh unanimated, and the open.msh animated - just a guess.

PM Saturn? I think he's still around.. :wink: he made his door work.

RE: Animation Triggers (for doors)

Posted: Sun Apr 02, 2006 8:22 pm
by Lord-Bandu
Yes , i made the hp a cube "Now, for the AnimationTrigger I added a cube so that it covered the animated door and named it hp_invdoor and hid it in my heirachy (in XSI). "

yea , i believe the idle and basepose are exactly the same .

Tried all that and more and still cant get it to work .

RE: Animation Triggers (for doors)

Posted: Sun Apr 02, 2006 9:39 pm
by [RDH]Zerted
If you want to go the scripting route, you can give me the names of the open and closing animations and the name for the trigger region and I can write up a script function for it. Though, I think getting it working as an animated prop would be better then using a script to do it.