Continuum said:
Josan12 said:
.... and i hate to mention the goddamned offsets. MAN i hate the FO offset system!
If you're modifying existing critters in 2d...
With critters rendered in 3d there's no problem with it at all, since you have frames where was no autocutting thing.
Oh, right on. I always wondered what the hell autocutting is. Actually i still don't understand what it is but who cares i never use it.
Continuum said:
To avoid fucking jumping between different animations all you need is to insert first frame from (for example) AA as first frame to any animation that will played next.
This is what Qwerty advised me to do when i was working on the NPC armour mod. But it doesn't work! :
1) take, say, the AA FRM, open it in Frameanimator.
2) then decompile the AT (punch i think) into BMP's
3) insert the first BMP of AT onto the end of the AA animation in Frameanimator.
The offset information from AT is lost as it is still in the .FPR file!
thus you don't get an accurate sequence of the FRM's flowing together.
I don't understand how this can work. The only way i've ever been able to resolve jumping between animations is to labouriously trial and error them in-game.
Continuum said:
Frames will be jumping from time to time (while changing some animations), but this is an engine fault - nothing can be done with it.
Yup, this is my experience. I don't think i'll ever understand FO offsets fully. There are lots of strange sub-rules, such as how some FRM's 'follow' others offsets. There is alot of differences between how the X and Y axis are treated. And there seems to be a strange thing with odd and even number offsets on the X axis. Maybe Jochua would know.