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Added some vertex animation documentation.
Started documenting model/engine links.
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## ABCv6 Node Names | ||
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For dismemberment/locational damage system: | ||
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- head | ||
- neck | ||
- torso | ||
- pelvis | ||
- ru_arm | ||
- rl_arm | ||
- r_hand | ||
- lu_arm | ||
- ll_arm | ||
- l_hand | ||
- lu_leg | ||
- ll_leg | ||
- l_ankle | ||
- l_foot | ||
- ru_leg | ||
- rl_leg | ||
- r_ankle | ||
- r_foot | ||
- obj | ||
- l_gun | ||
- r_gun | ||
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## ABCv6 Animation Names | ||
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Animation names for PV weapon models: | ||
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- static_model | ||
- idle | ||
- draw | ||
- dh_draw | ||
- holster | ||
- dh_holster | ||
- start_fire | ||
- fire | ||
- end_fire | ||
- start_alt_fire | ||
- alt_fire | ||
- end_alt_fire | ||
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## ABCv6 Frame String Commands | ||
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- fire_key:optional int attack_num | ||
- show_weapon:int weapon_num | ||
- extra_key:unknown | ||
- play_sound:string sound_file | ||
sound_random:int max | ||
sound_radius:int radius | ||
sound_volume:int volume | ||
sound_chance:int chance [0-100] | ||
sound_voice:bool is_voice | ||
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Examples: | ||
For a gun's PV animation to deal damage the actual fire frame needs: fire_key | ||
To play mon_footstep_1.wav or mon_footstep_2.wav randomly whenever a footstep frame happens: [play_sound:mon_footstep_][sound_random:2][sound_volume:50] |
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Vertex animations utilize the shape key feature of Blender. | ||
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An example .blend can be found [here](./abc-v6-export-basics/minimal_abc-v6_vert_anim.blend) | ||
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## Basics | ||
The exporter will ignore vertex animations entirely if you have less than 2 shape keys. | ||
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![](./abc-v6-vert-anim-basics/action_list.png) | ||
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For every action, you need to add shape keys equal to the number of keyframes in that action. They should be named the same as the corresponding action, eg. if you have an alt_fire animation, your shape keys should be named alt_fire_0, alt_fire_1, alt_fire_2, and so on. | ||
**Note:** the names after the action name don't matter, but the order does. If alt_fire_2 is the highest in the list it will be attached to the first keyframe. | ||
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![](./abc-v6-vert-anim-basics/shape_keys.png) | ||
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Even if you don't want vertex animations for a certain action you'll have to create shape keys for it. | ||
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# Issues | ||
- Currently there's a bug that affects few vertex animated nodes, they export with a slightly incorrect rotation or translation. | ||
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## Misc. Tips | ||
- I usually set the shape key to absolute, and add "d_" prefixed actions to animate the shape keys. |
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