UVAnimations – Arma 3

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Lou Montana moved page Arma 3 UVAnimations to Arma 3: UVAnimations: Text replacement - "^Arma 3 " to "Arma 3: ")
(Add category)
 
Line 1: Line 1:
{{TOC|side}}
{{TOC|side}}{{GVI|arma3|1.84}}
 
UV animations, in contrast to regular animations, are not part of model.cfg but main vehicle configuration.
UV animations, in contrast to regular animations, are not part of model.cfg but main vehicle configuration.
Technology was introduced in {{GVI|arma3|1.84}}.


Their usage is pretty similar to typical animation created in model.cfg (see [[Model Config]]) but there are few differences:
Their usage is pretty similar to typical animation created in model.cfg (see [[Model Config]]) but there are few differences:
* translation, rotation & scale is supported
* translation, rotation & scale is supported
* [[animate]] & [[animationPhase]] is not supported by this tech - use [[animateSource]] & [[animationSourcePhase]] instead
* [[animate]] & [[animationPhase]] are not supported by this tech - use [[animateSource]] & [[animationSourcePhase]] instead
* it is using sections instead of bones
* it is using sections instead of bones
* UV animations can be stacked - animating same section by multiple animations will result in multiplication of matrices
* UV animations can be stacked - animating same section by multiple animations will result in multiplication of matrices
* order of UV animation matters in case single section is animated by multiple animations
* order of UV animation matters in case single section is animated by multiple animations
* needs RVMAT assigned (any type) - fixed in 1.84.




Line 25: Line 24:
class TestAnimation_01
class TestAnimation_01
{
{
// For now, it is only supported type of animation
type = translation;
type = translation;
// name of source, either custom one, defined in AnimationSources class or regular model.cfg source
// name of source, either custom one, defined in AnimationSources class or regular model.cfg source
Line 35: Line 33:
maxValue = 1;
maxValue = 1;
// Transformation of UV coordinates
// Transformation of UV coordinates
offset0[] = {0,0};
offset0[] = { 0, 0 };
offset1[] = {0,1};
offset1[] = { 0, 1 };
};
};
// Example animation using gmeter sources
// Example animation using gmeter sources
class TestAnimation_02
class TestAnimation_02
Line 47: Line 46:
minValue = 0;
minValue = 0;
maxValue = 1;
maxValue = 1;
offset0[] = {0,0};
offset0[] = { 0, 0 };
offset1[] = {1,0};
offset1[] = { 1, 0 };
};
};
// Example rotation animation
// Example rotation animation
class TestAnimation_03
class TestAnimation_03
Line 58: Line 58:
minValue = 0;
minValue = 0;
maxValue = 1;
maxValue = 1;
// [x,y] - coordinates defining center of rotation
// [x, y] - coordinates defining center of rotation
center[] = { 0.5, 0.5 };
center[] = { 0.5, 0.5 };
// angles are in radians just like in model.cfg
// angles are in radians just like in model.cfg
Line 64: Line 64:
angle1 = rad 30; // rotate by 30 degrees
angle1 = rad 30; // rotate by 30 degrees
};
};
// Example scale
// Example scale
class TestAnimation_04
class TestAnimation_04
Line 72: Line 73:
minValue = 0;
minValue = 0;
maxValue = 1;
maxValue = 1;
// [x,y] - coordinates defining center of rotation
// [x, y] - coordinates defining center of rotation
center[] = { 0.5, 0.5 };
center[] = { 0.5, 0.5 };
// 1 means that there will be no change to the UV
// 1 means that there will be no change to the UV
scale0[] = {1,1};
scale0[] = { 1, 1 };
scale1[] = {2,2}; // make UV map twice as large
scale1[] = { 2, 2 }; // make UV map twice as large
};
};
};
};
class AnimationSources
class AnimationSources
{
{
Line 87: Line 89:
animPeriod = 0.3;
animPeriod = 0.3;
};
};
class Test_Source2: Test_Source {};
 
class Test_Source2 : Test_Source { };
};
};
};
};
Line 97: Line 100:


In the following example you can see how the Kart's chain animation was done.
In the following example you can see how the Kart's chain animation was done.
UV animation is synced with right rear wheel via animation sources creation tech which was introduced with Jets DLC PhysX suspension.
UV animation is synced with right rear wheel via animation sources creation tech which was introduced with [[Arma 3 Jets]]' PhysX suspension.
It is possible to get damper values too this way.
It is possible to get damper values too this way.


Line 105: Line 108:
class CfgVehicles
class CfgVehicles
{
{
class Kart_01_Base_F: Car_F
class Kart_01_Base_F : Car_F
{
{
class AnimationSources: AnimationSources
class AnimationSources : AnimationSources
{
{
class Wheel_2_2_source {source = wheel; wheel = RR;};
class Wheel_2_2_source
{
source = wheel;
wheel = RR;
};
};
};
class UVAnimations
class UVAnimations
{
{
Line 121: Line 129:
minValue = 0;
minValue = 0;
maxValue = 1;
maxValue = 1;
offset0[] = {0,0};
offset0[] = { 0, 0 };
offset1[] = {-1,0};
offset1[] = { -1, 0 };
};
};
};
};
Line 129: Line 137:
</syntaxhighlight>
</syntaxhighlight>


=== Model config ===
=== Model Config ===


Note the "chain" section!
Note the "chain" section!
Line 136: Line 144:
{
{
class Vehicle;
class Vehicle;
class Car:Vehicle
class Car : Vehicle
{
{
class Animations{};
class Animations{ };
};
};


Line 145: Line 153:
sections[] =
sections[] =
{
{
"camo","camo2","zbytek","Number_a","Number_b","wheel_1_1_hide","wheel_1_2_hide","wheel_2_1_hide","wheel_2_2_hide","chain" // here
"camo", "camo2",
"zbytek",
"Number_a", "Number_b",
"wheel_1_1_hide", "wheel_1_2_hide", "wheel_2_1_hide", "wheel_2_2_hide",
"chain"
// here
};
};
class Animations : Animations
class Animations : Animations
{
{
Line 180: Line 194:


{{GameCategory|arma3|Editing}}
{{GameCategory|arma3|Editing}}
[[Category:Introduced with Arma 3 version 1.84]]

Latest revision as of 21:44, 29 May 2023

Arma 3 logo black.png1.84

UV animations, in contrast to regular animations, are not part of model.cfg but main vehicle configuration.

Their usage is pretty similar to typical animation created in model.cfg (see Model Config) but there are few differences:

  • translation, rotation & scale is supported
  • animate & animationPhase are not supported by this tech - use animateSource & animationSourcePhase instead
  • it is using sections instead of bones
  • UV animations can be stacked - animating same section by multiple animations will result in multiplication of matrices
  • order of UV animation matters in case single section is animated by multiple animations


Configuration

class CfgVehicles
{
	class TestVehicle
	{
		// UV animations are defined in vehicle config & they are not baked to p3d in contrast to regular animations
		class UVAnimations
		{
			// You can name it whatever you like since it is not working with animationPhase or animate command
			class TestAnimation_01
			{
				type			= translation;
				// name of source, either custom one, defined in AnimationSources class or regular model.cfg source
				// It can be animated with animateSource & value can be retrieved via animationSourcePhase
				source			= Test_Source;
				// section name from model.cfg sections[] array
				section			= camo1;
				minValue		= 0;
				maxValue		= 1;
				// Transformation of UV coordinates
				offset0[]		= { 0, 0 };
				offset1[]		= { 0, 1 };
			};

			// Example animation using gmeter sources
			class TestAnimation_02
			{
				type			= translation;
				source			= gmeter;
				sourceAddress	= loop;
				section			= camo2;
				minValue		= 0;
				maxValue		= 1;
				offset0[]		= { 0, 0 };
				offset1[]		= { 1, 0 };
			};

			// Example rotation animation
			class TestAnimation_03
			{
				type			= rotate;
				source			= Test_Source;
				section			= camo2;
				minValue		= 0;
				maxValue		= 1;
				// [x, y] - coordinates defining center of rotation
				center[]		= { 0.5, 0.5 };
				// angles are in radians just like in model.cfg
				angle0			= 0;
				angle1			= rad 30; // rotate by 30 degrees
			};

			// Example scale
			class TestAnimation_04
			{
				type			= scale;
				source			= Test_Source2;
				section			= camo2;
				minValue		= 0;
				maxValue		= 1;
				// [x, y] - coordinates defining center of rotation
				center[]		= { 0.5, 0.5 };
				// 1 means that there will be no change to the UV
				scale0[]		= { 1, 1 };
				scale1[]		= { 2, 2 }; // make UV map twice as large
			};
		};

		class AnimationSources
		{
			class Test_Source
			{
				source			= user;
				initPhase		= 1;
				animPeriod		= 0.3;
			};

			class Test_Source2 : Test_Source { };
		};
	};
};


Example

In the following example you can see how the Kart's chain animation was done. UV animation is synced with right rear wheel via animation sources creation tech which was introduced with Arma 3 Jets' PhysX suspension. It is possible to get damper values too this way.

config.cpp

class CfgVehicles
{
	class Kart_01_Base_F : Car_F
	{
		class AnimationSources : AnimationSources
		{
			class Wheel_2_2_source
			{
				source = wheel;
				wheel = RR;
			};
		};

		class UVAnimations
		{
			class Chain
			{
				type			= translation;
				source			= Wheel_2_2_source;
				sourceAddress	= loop;
				section			= Chain;
				minValue		= 0;
				maxValue		= 1;
				offset0[]		= { 0, 0 };
				offset1[]		= { -1, 0 };
			};
		};
	};
};

Model Config

Note the "chain" section!

class CfgModels
{
	class Vehicle;
	class Car : Vehicle
	{
		class Animations{ };
	};

	class Kart_01_F : Car
	{
		sections[] =
		{
			"camo", "camo2",
			"zbytek",
			"Number_a", "Number_b",
			"wheel_1_1_hide", "wheel_1_2_hide", "wheel_2_1_hide", "wheel_2_2_hide",
			"chain"
			// here
		};

		class Animations : Animations
		{
			// Example of custom animation source using it
			class wheel_shaft_2
			{
				type			= rotation;
				source			= wheel_2_2_source;
				sourceAddress	= loop;
				selection		= wheel_shaft_2;
				axis			= wheel_shaft_2_axis;
				minValue		= 0;
				maxValue		= 1;
				angle0			= (rad -0);
				angle1			= (rad +360);
			};
		};
	};
};


Scripting


See Also