Page 1 of 1
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