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Re: Animations

PostPosted: 22 Nov 2013, 01:07
by hiker
chronomaster {l Wrote}:1)you dont understand. i have already arranged a file to be ready to export and reuploaded. maybe yuou didnt redownloaded?

check if the animation functions correctly INSIDE THE STK ENGINE (like during gameplay or something). i said that already. please try reading my posts more thoroughly!
test if the animation you see in blender acts the same in the stk engine...that is all.

Chronomaster, you really need to be able to run stk yourself. We have a release candidate for 0.8.1 ready, which should work on your computer. If it doesn't please let us know with more details, and we will see if we can fix that.

We have barely time to give feedback to things that are considered 'finished' by the artists, and certainly don't have time to do constant 'just quick' checks. It's not only you who wants a slice of our time ;)

...
3) auria are you implementing these animations yourself?
4) names...bla bla bla bla...really not important now.
since you already brought it up and im still waiting... then:2)
other karts and half of them have a different animation markers names...the names that were put there are not mine. it is pretty clear i think ... since you already brought it up, so for consistancy purpose ill correct those karts that dont fit EXACTLY like the guideline...

...check the animations already...all i wanted is an stk in-game check...please!

Please tell us why you can't test yourself, and we will figure out the problem, and if necessary improve the documentation.

Cheers,
Joerg

Re: Animations

PostPosted: 22 Nov 2013, 04:40
by chronomaster
Auria {l Wrote}:Also note that by convention, on the Internet, writing parts of sentences in ALL CAPS is considered to be equivalent to yelling.

i counted on you, as i was not wrong, to use your sense, to figure out its not yelling.

Auria {l Wrote}:Please understand that while I will do everything I can to help potential contributors, I am in no way entitled to be the one exporting and testing your karts. So rather than impatiently say "try reading my posts more thoroughly" please understand I was not even able to export at all because the blend was not in an exportable state at all then.
if misnamed then the kart will not export.

i understand now, but some blend files dont have the same marker names as others. for example, some have "left" for steering left. and some have turning.L for steering left.
i never said anyone is responsible for exporting or not, i needed a one time test from someone who can test it. and i generally never assume things by myself. so no worries
Auria {l Wrote}:rather than impatiently say "try reading my posts more thoroughly" please understand I was not even able to export at all because the blend was not in an exportable state at all then.

"try reading my posts more thoroughly" was not mentioned in an impatient way :) there were few other places it seemes lie you didnt read it thoroughly. and i was pointing out a future reminder.
hiker {l Wrote}:...and certainly don't have time to do constant 'just quick' checks. It's not only you who wants a slice of our time

i dont want anyones "time" your time is yours alone, i needed a conirmation.
it is CLEAR that you havent read my posts, i have no idea what do "constant 'just checkups' have to do with ANYTHING. i suggest reading my posts ,where i repeatedly mentioned it is a one-time confirmation. not reading thoroughly posts with reason of lack of time only creates miscommunication and is worse than not answering.
i acnowledge your lack of time but auria seems to manage to find time, so its not REALLY all of you who do not have time.
i also disagree conceptually upon you as a guideline to not check completed things before inserting them into the game with a reason of "not having time". i do not think it is wise. even if not having enough time. my advice on it to you will be to put it on hold untill one that has access will check it a few minutes before inserting it.

your willingness to help me establish an stk version is appriciated

Re: Animations

PostPosted: 22 Nov 2013, 19:25
by Uni
The constant 'just checkups' refer to the fact that you ask for a one-time confirmation for your animation. If you ask this for all your animations it ends up in multiple tasks what could easily be avoided. Even unfinished stuff can be added "unchecked" to the trunk, this allows for more people to do the testing so that the main developers don't have to waste their time on it.

Re: Animations

PostPosted: 22 Nov 2013, 19:38
by samuncle
Also chronomaster I strongly recommend to install supertuxkart on your computer.

It's not possible to develop for stk without playing and testing.

Re: Animations

PostPosted: 27 Nov 2013, 10:59
by betharatux1
Funto {l Wrote}:Chronomaster >> just having good visuals does not mean it's nicely made: Konqi has really too many bones, which really slows down the game with useless computations.


i'm so sorry, i do what the best i can do. before when i rigging animation for konqi with less bone the model always look strange, and that why i add bone until that "strange thing" gone :cry:

since i am an amateur, i will try learn blender until find better thing when use less bone at rigging animation :)

Re: Animations

PostPosted: 29 Nov 2013, 14:10
by Funto
Hehe no problem :) That yelling was a bit of a strong reaction ^^
So you made the Konqi animations?
You're welcome to improve it if you want then :)

Re: Animations

PostPosted: 07 Dec 2013, 17:50
by chronomaster
Uni {l Wrote}:The constant 'just checkups' refer to the fact that you ask for a one-time confirmation for your animation. If you ask this for all your animations it ends up in multiple tasks what could easily be avoided. Even unfinished stuff can be added "unchecked" to the trunk, this allows for more people to do the testing so that the main developers don't have to waste their time on it.


Uni - please read the thread again. you talk about things that did not hapen*constant) and miss the answer of me to hiker(constant), who also assumed it.
this situation where people assume, and\or ignoring posts is becoming really frustrating. its not my goal to explain to every single user (like that its not constant checkups, and only one time. which i posted like THREE times!) things he could have easily read...and this is just a 2 page thread!

i havent had much time,
but, i have had ideas of doing animations.
could someone (someone that really understands) please elaborate on the marker naming system. i thought about creating animations besides the defined ones. if i mar them with different names such as "loose 2 start" will it compile?
if not, how do i compile new animations with new markers.
also, auria said a blender file cannot compile(export) when the names of the markers are not 100% correct. while going through kart blend files i noticed not all of them had similer marker names.
please explain.

funto, im sorry, but you said 211 bones or something. please check the kart via blender, and see that there is 111 bnones.
i think the bones are ok and placed well
the konji is complexed, and were done good, but some things issing still to animate easily.

Re: Animations

PostPosted: 07 Dec 2013, 18:00
by Auria
The different names you noticed are likely because we support an old naming set for backwards compatibility reasons. The names documented on the wiki are the "correct" names we prefer to use now. And no, sorry, it is not possible for you to create new animations by simply adding more markers. Adding animations requires C++ programming