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Everything posted by TheConceptBoy

  1. So I take it since 2017, Neither the documentation, nor the engine have been updated with these example files? https://www.leadwerks.com/learn?page=Tutorials_CPP_Actors
  2. Any chance you will look into emissive texture maps casting light as well?
  16. Simply assign a different material to your various Mesh parts in blender and it will show up as a separ ate material in the model view. There you can assign the LW material to it:
  17. THAT would also work just as fine to be honest. PS: and a MouseRelease please haha. You've got Mouse Hit which is a Press Down single event, Mouse Release would be nice too. Otherwise I'm creating booleans to keep track of releases atm Oh and looking through the engine files, there does appear to be something called: GetAnimationFrame. Any relevancy here?
  18. Hey everyone. Got a question about playing back two bone animations on one mesh. I sort of asked this question on Discord yesterday and immediately I thought I figured it out and got it working. Problem is that I don't know how I got this working and now that I've updated the animation and re-imported it. It stopped working again. Last time I got it working basically on a Fluke and I'd like to understand the proper way of getting multiple animations running without one overriding the other. Say I've got a Rig of a Raracter. A Zombie per-se. If I wanted the zombie Legs animation to be animated separately from the upper body, and have upper body animation to switch without affecting the leg animations, can this be done and how do you go about prepping the animation of the rig? Do the Two animations need to be on two different rigs? Any sort of keyframe overlapping I should avoid? As mentioned earlier. It seemed like I got it to do just that, I am currently testing on a gun model + hands model with the chamber cocking back using one bone rig the hand using another. The It stopped working after I continued experimenting with it and I have no idea what it is that I changed that stopped the blending working.
  19. I believe we've already had a conversation about this actually. I kinda wish we had some options of checking which animation is playing or whether or on an animation IS playing at all. Right now it's just Play Animation, Stop Animation and a call back that only works if an actor is attached to that model. Now is it logical to create and attach an entire new actor class to the pair of animated hands just to get that callback working?
  20. So that's a Yes then? The Model has to have an actor class attached to it? My player Actor was attached to an empty model with a CharacterController physics that acts as a dummy and the pair of animated hands is parented to dummy. That's all. I don't suppose parenting a Model of the hands to that dummy will make the end animation function of the dummy's actor fire upon animation end?
  21. On another note. I noticed that there is an option to call up a hook / AnimationEnd function when a single shot animation finishes playing. Does it ONLY work if that model has an actor assigned to it? I have a set of First Person Shooter hands and my player already is an Actor derived from the LW actor class.
  22. Been testing the 2nd method. Seems to be working like a charm. But it has a chance of crashing the engine and when I reload LW, it loses connection to the project folder. I have to re-import the project in that startup window. EDIT: Although to add to that crash comment I'm note deleting the old animation and just letting Leadwerks prompt me about the new import overwriting the existing one. So that could possibly point to where the bug lies - During the OverWriting process. A Couple of suggestions for this, I'd love to be able to: 1) Select multiple Animation Loops to delete all selected Shift or Ctrl. 2) Supply a .csv file with all animation loop times outlines there and have LW automatically pull animations for me. from that one long animation that contains ALL animations. Heck, if you can already do that, I'd love to know. EDIT2: seems like it doesn't matter if I remove the existing mode prior to importing it again. Still causes a crash of the level editor.
  23. Ah, very well then. I had a hunch that this might work. Seems a little but more like a workaround but if it works then it works.
  24. When you use "Load Animations", can you supply an FBX file? Or do you mean I should import the animation as a separate file with a different name, so that leadwerks converts it to MDL and then I use "load animation" and chose that mdl file?
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