Salut
comme je m interesse a wadmerger editeur d AI
je me posais toujour la question a quoi çà correspondait "High/Low frame "
là j ai trouvé un topic sur un autre forum..... helas anglais
je sent bien qu il y a plein de choses interessantes mais mon niveau est quasi nul donc je demande a une ame charitable de me traduire le topic et en faire benefiecier l ensemble du forum
merci davance
Citation:
StateChanges; Does anyone understand Low Frame/High Frame?
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I'm in the process of remapping laras controls and Im having trouble with them.
I think my overall problem is understanding how a High/Low frame number in state changes affects Laras animations.
At first I thought it was just a pointer to play another animation at a certain frame but I also realise it must be something to do with laras controls as well.
Can someone clarify what High/Low does exactly?
Death does not affect me : It's just a minor inconvenience
Heinz
Registered User
(9/2/06 5:02 pm)
Reply Re
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It is very simple actually:
The interval between low and high frame means that when you press a command key if there is a command which happens between those two states it will be executed. For example in a Lara state ID 2 animation when you press the arrow up key, it's command 1 (run) will be executed only if you press the arrow key between the lower and higer frame number. This means that the running can begin only between those two frames. It is used when you need to have smooth transitions from one animation to the next.
Hmmm... I hope that this was not too confusing.
GokuZ
Registered User
(9/2/06 5:28 pm)
Reply Re: Re
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In theory that all sounds fine , but in practice its just giving me more problems.
What Im doing is basically swapping the running and walking with each other. Lara now walks by default.
My problem is that after Ive swapped them, Lara wont go from 'run->walk' or 'walk->run' without coming to a full stop.
I cant set up the state changes (or copy them) to get her animation transition right.
Normally Lara will go from 'run->walk->run' fine, but even when I delete or add frames to those original animations it messes up the camera co-ordinates and makes lara's hair jump up. I can only think that some of laras basic movements are hardcoded in the exe, but I couldnt see the reason for it if they really are.
I think im just going to delete all laras basic controls and try to build it back up from sratch , it will give me a clear understanding of how laras controlls and animations are related
Death does not affect me : It's just a minor inconvenience
Edited by: GokuZ at: 9/2/06 6:44 pm
Heinz
Registered User
(10/2/06 8:13 am)
Reply Re
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Quote:
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My problem is that after Ive swapped them, Lara wont go from 'run->walk' or 'walk- >run' without coming to a full stop
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Every state ID has its commands which can be assigned to it.
For example when you are in state ID 0 (walking) you can command only run, stop, jump, roll . When in state id 2 (breathing) there are lots of commands you can use. You can view all possible commands inside TRViewer by opening an animation (state ID 3 for example is the running state ID and a list of all commands is right there. You can't use commands which can work only in state ID 2,etc.)
GokuZ
Registered User
(10/2/06 9:02 am)
Reply Re: Re
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Your right it is the State ID that I need to sort , but the 'anim commands' only refer to sounds, each StateID is programmed to relate to ingame movement(direction/rotation) and which key/button triggers it.
Looking at Tomo's ropewalk animation I have no idea how he found those StateId's, as their different to TRC(I assume he found the one that works for the crawlspace jump too).
EDIT : Got It working properly , It was a mix of problems , like High/Low State ID and Next Frame Issues , all sorted now