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5190 commits

Author SHA1 Message Date
Chris Robinson
b1ffdf855f Reset the initial state of animated nodes on the skeleton instances
This is so the animation specifies node keyframe data based on the node's
parent. This will also be necessary for applying animations from different
skeleton sources, as they can have different binding positions (even native
.skeleton resources will need to specify animation data this way).
2013-01-26 04:48:53 -08:00
Chris Robinson
05f8b8c283 Specify the text key to reset animations to 2013-01-22 00:31:45 -08:00
Chris Robinson
d836b3d0ff Don't try to create animations if there's no text keys and nonaccum node.
Such meshes apparently use NiBSAnimationNode, a Bethesda-specific extension
which has animation-related info in its flags (values currently unknown).
2013-01-22 00:24:57 -08:00
Chris Robinson
37fe1bd3f0 Handle looping in the Animation object 2013-01-21 22:51:13 -08:00
Chris Robinson
e956a1cbc0 Merge SpecialIdle character state into Idle 2013-01-21 03:24:52 -08:00
Chris Robinson
6905bd18ba Filter out the group name from the text keys
It's already in the animation name, and the text keys are animation-specific
anyway.
2013-01-21 02:59:12 -08:00
Chris Robinson
8e8900e422 Use the first bone with text keys as the nonaccum root. 2013-01-20 22:51:39 -08:00
Chris Robinson
536f8104e6 Do not create an 'all' animation. 2013-01-20 17:24:43 -08:00
Chris Robinson
e1e76bde76 Combine a loop into another where it's used 2013-01-20 15:39:43 -08:00
Chris Robinson
85ca1e993f Properly check if an animation exists before playing it 2013-01-19 21:55:04 -08:00
Chris Robinson
68779375b2 Implement WalkLeft and WalkRight character states 2013-01-19 16:19:47 -08:00
Chris Robinson
a7b07ee5cf Don't reset the animation when setting the same state
Unless looping is being toggled on.
2013-01-19 15:46:22 -08:00
Chris Robinson
e0541b52c4 Use a list to store and get state information 2013-01-19 14:56:24 -08:00
Chris Robinson
de2d084e61 Add a looping property to handle if an animation should loop 2013-01-19 14:22:15 -08:00
Chris Robinson
0b68953f0d Scale animation speed using the direction length
The direction length doesn't currently give a good speed, but it's something.
2013-01-18 21:40:47 -08:00
Chris Robinson
aecfc0829a Implement WalkForward and WalkBack character states 2013-01-18 18:04:00 -08:00
Chris Robinson
e33f59e0fe Ensure the direction vector is initialized and copied properly 2013-01-18 17:41:36 -08:00
Chris Robinson
1cdd64cd9b Return the animation movement from the character controller.
Consequently, dead actors don't move anymore. The doPhysics call apparently
isn't moving them.
2013-01-18 17:05:58 -08:00
Chris Robinson
9123f4f2af Return the movement vector from runAnimation 2013-01-18 16:21:29 -08:00
Chris Robinson
9235fba770 Store the movement vector in the character controller 2013-01-18 16:00:51 -08:00
Chris Robinson
40f8e75763 Use a SpecialIdle state for PlayGroup/LoopGroup invoked animations
Note that actors will *not* automatically resume a normal idle state afterward.
Their AI will need to control what to do when the special idle is finished.
2013-01-18 15:39:28 -08:00
Chris Robinson
a527cb8349 Loop the current animation when not dead
This should be better, but it's not perfect. It misses the case where
start < loop start == loop stop <= stop
2013-01-18 15:22:14 -08:00
Chris Robinson
c7684cb979 Pass the key time to markerEvent 2013-01-18 14:50:55 -08:00
Chris Robinson
3e9b0a333c Allow specifying the accumulation for animations
Animations that move a character may do so either visually or physically. An
axis' accumuluation value specifies whether the movement is visual (0) or
physical (1). Idle animations, for instance, typically don't physically move a
character, while death animations may physically move them along the X and Y
planes, but not along Z (the vertical movement is purely visual).
2013-01-18 14:25:32 -08:00
Chris Robinson
5cafc24ee2 Rename CharState_Alive back to CharState_Idle 2013-01-18 13:43:45 -08:00
Chris Robinson
613529f1d6 Merge remote-tracking branch 'zini/master' into animation2 2013-01-18 01:02:53 -08:00
Chris Robinson
a94947029e Check the marker name before deciding what to do with it
Also, don't force 'idle' after a playgroup
2013-01-18 00:59:48 -08:00
Chris Robinson
9d7ccfda1f Rename CharState_Idle to CharState_Alive 2013-01-17 21:07:36 -08:00
Chris Robinson
8720433fa9 Do not automatically loop animations
There are 0 length idle animations that break this
2013-01-17 17:54:09 -08:00
Chris Robinson
8fa1b56efc Loop the current animation if there's nothing more queued 2013-01-17 16:34:26 -08:00
Chris Robinson
00879ab20e Fix player rendering 2013-01-17 15:48:09 -08:00
Chris Robinson
fef6284f15 Only reset the animation time if a new state was set 2013-01-17 15:47:25 -08:00
Chris Robinson
fc0f9e2159 The animation state tracks the animation time for us 2013-01-17 14:49:42 -08:00
Chris Robinson
7cce44290e Handle the animation queue in mwmechanics 2013-01-17 13:18:40 -08:00
Chris Robinson
47c157303a Filter events that do not belong to the current group 2013-01-17 11:03:58 -08:00
Chris Robinson
da4f17859e Recognize soundgen animation markers 2013-01-17 10:16:36 -08:00
Marc Zinnschlag
82b790770d Merge remote-tracking branch 'potatoesmaster/dialogue-creatures' 2013-01-17 10:21:01 +01:00
Chris Robinson
82d549e22f Don't update the animation if time is the same 2013-01-16 21:39:14 -08:00
Chris Robinson
7ee389f3b2 Handle animation skipping in the character controller 2013-01-16 21:25:50 -08:00
Chris Robinson
852aa214cc Store the available animation names in the character controller 2013-01-16 21:16:22 -08:00
Chris Robinson
afbc9f3e41 Keep track of the animation group currently playing 2013-01-16 20:44:37 -08:00
Chris Robinson
4dd01b81c6 Update mTime when updating or reseting the animation, and refactor the animation loop 2013-01-16 20:14:49 -08:00
Chris Robinson
685f219560 Return a movement vector from the character controller update 2013-01-16 18:56:13 -08:00
Chris Robinson
daad8d9859 Don't update the character controller while paused 2013-01-16 18:03:39 -08:00
Chris Robinson
d2f5a886c7 Handle playgroup and skipanim through mwmechanics 2013-01-16 17:53:18 -08:00
Emanuel Guevel
4feaa66897 Do not open the dialogue window if no greeting is found 2013-01-17 01:58:44 +01:00
Chris Robinson
46fc61a4c1 Run animations from the character controller 2013-01-16 16:31:09 -08:00
pvdk
4c0e0fc279 Modified license filename of the DejaVu font, more similar to the other one now 2013-01-17 01:30:15 +01:00
Chris Robinson
46728ab27f Handle "sound:" animation events 2013-01-16 15:52:03 -08:00
Chris Robinson
3c32385e17 Avoid trying to animate things that don't have animations 2013-01-16 15:00:06 -08:00