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How to make a simple spin animation

Posted: Sun Feb 05, 2017 3:40 am
by aicd99
Hello everyone

I have a coin model in my game project how can I make it. To do a simple spin animation ?

the coin model is a actor file format

Re: How to make a simple spin animation

Posted: Sun Feb 05, 2017 8:23 pm
by Allanon
You can use Equity to add a new rotation motion to the coin actor then from within the level editor add a StaticEntityProxy and assign it the the ACT file and for the default animation use the rotation motion.

Or you can add the coin actor as a pawn and create a script that rotates it.

Re: How to make a simple spin animation

Posted: Sun Feb 05, 2017 10:21 pm
by aicd99
Allanon wrote:You can use Equity to add a new rotation motion to the coin actor then from within the level editor add a StaticEntityProxy and assign it the the ACT file and for the default animation use the rotation motion.

Or you can add the coin actor as a pawn and create a script that rotates it.
It is going to be an attribute and which Equity version ? can it be done in the one RF076 comes with ?

can you make a Model in a attribute entity to have a spinning animation

Re: How to make a simple spin animation

Posted: Sun Feb 05, 2017 11:22 pm
by Allanon
It is going to be an attribute
You can use an attribute entity
which Equity version ? can it be done in the one RF076 comes with ?
I use Equity version RF7 or RF8, I don't like the newest version.

Put a simple spin animation in Attribute field

Posted: Sun Feb 05, 2017 11:54 pm
by aicd99
where do I write the animation motion in the attribute enity
I don't find szDefaultAction in Attribute enity like how I can find it in StaticEntityProxy

Re: How to make a simple spin animation

Posted: Mon Feb 06, 2017 11:58 am
by Allanon
Sorry I thought the attribute entity had a szDefaultAction property but I guess it doesn't. So the easiest way is probably to use a pawn entity and script. I found that the pawn entity will play the Idle animation by default so just name your rotation motion to Idle. Next create a coin pawn in the pawn.ini file then add that pawn's name to a pawn entity in the level editor. You can then create a simple script like this that will change the coins attribute.

Code: Select all

{
    Spawn[()
    {
        SetCollision();	
        AddCollisionOrder("Collision");
    }]

    Collision[()
    {
        ModifyAttribute("coins",10,"Player");
        Remove(true);
    }]		
}

Re: How to make a simple spin animation

Posted: Tue Feb 07, 2017 2:19 am
by aicd99
Well I will post that in the feature request. So QOD will add it in the next RF version