1. Post #321
    jrj996's Avatar
    July 2009
    1,629 Posts
    Does anyone know how to create a prone position without the model gliding in the air after moving their head to a certain direction?

  2. Post #322
    MuffinZerg's Avatar
    February 2011
    3,524 Posts
    -snip-

    Edited:

    [lua\autorun\client\cl_animeditor.lua:879] attempt to call global 'GetLuaAnimations' (a nil value)
    [lua\autorun\client\cl_animeditor.lua:879] attempt to call global 'GetLuaAnimations' (a nil value)
    [lua\autorun\client\cl_animeditor.lua:879] attempt to call global 'GetLuaAnimations' (a nil value)

    Why? I did it all following that http://www.facepunch.com/threads/821...1#post25874947

    Edited:

    [lua\autorun\client\cl_animeditor.lua:515] attempt to call method 'StopAllLuaAnimations' (a nil value)

    Edited:

    Need help.
    Please help
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  3. Post #323
    Pycские Идиот
    LauScript's Avatar
    June 2010
    2,439 Posts
    Okay so I've got this working and I made my animation, but when I use
    lua_run player.GetByID(1):SetLuaAnimation("roll")

    It doesn't seem to be visible to all players, What do I need to include/addcsluafile for this to work properly.

  4. Post #324
    Gold Member
    DrasarSalman's Avatar
    August 2009
    10,139 Posts
    You need to include all the lua files from the editor to your lua/autorun/server and lua/autorun/client folder and make sure the files gets downloaded the same way to all the other players.

    This mod is not finished yet and almost any addon can break it so other players having colliding Addons may not be out of the problem.

  5. Post #325
    Pycские Идиот
    LauScript's Avatar
    June 2010
    2,439 Posts
    Okay well I'm using this:

    http://www.garrysmod.org/downloads/?a=view&id=90356

    and I put the boneanimlib_v2 folder in lua/autorun

    then I have a autorun file that has this

    
    if SERVER then
    	AddCSLuaFile("boneanimlib_v2/sh_boneanimlib.lua")
    	AddCSLuaFile("boneanimlib_v2/cl_boneanimlib.lua")
    	AddCSLuaFile("client/cl_animeditor.lua")
    	
    	include("boneanimlib_v2/sh_boneanimlib.lua")
    	include("boneanimlib_v2/boneanimlib.lua")
    	
    else
    
    	include("boneanimlib_v2/sh_boneanimlib.lua")
    	include("boneanimlib_v2/cl_boneanimlib.lua")
    	include("autorun/client/cl_animeditor.lua")
    	
    end
    

    And people still can't see the animations I'm playing, I still think I'm just including something right.

  6. Post #326
    Gold Member
    DrasarSalman's Avatar
    August 2009
    10,139 Posts
    Oh, sorry, I think you might misunderstood what I said. What I meant was put cl_boneanimlib.lua, sh_boneanimlib.lua and cl_animeditor.lua in both lua/autorun/client and lua/autorun/server

  7. Post #327
    Conna is finally become inter-national dick. Conna 애미뒤진 씹새끼^^
    rebel1324's Avatar
    December 2008
    1,484 Posts
    API is broken by LOD. Or gmod update what so ever. When LOD is lowered, some bone disappered to hell, and model starting spazzing.




    Like this. someone can solve/fix this problem?

    Okay so I've got this working and I made my animation, but when I use
    lua_run player.GetByID(1):SetLuaAnimation("roll")

    It doesn't seem to be visible to all players, What do I need to include/addcsluafile for this to work properly.
    You need to register your animation to shared.

  8. Post #328
    Gold Member
    DrasarSalman's Avatar
    August 2009
    10,139 Posts
    You can fix the problem by upgrading/buying a better PC and higher your LOD.
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  9. Post #329
    Hi, updated first post with an SVN version.
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  10. Post #330
    Gold Member
    DrasarSalman's Avatar
    August 2009
    10,139 Posts
    Hi, updated first post with an SVN version.
    Oh thank god, I thought this died over a month ago.
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  11. Post #331
    likes men
    Python1320's Avatar
    May 2007
    1,669 Posts
    [boneapi\cl_boneanimlib.lua:138] stack overflow
    [boneapi\cl_boneanimlib.lua:138] stack overflow
    
    When created a sequence and tried to rotate a bone.

    I fixed it on my svn version somehow, but I can't remember how..

  12. Post #332
    Well that's weird but make sure you're using the editor supplied and not whatever version you had.

  13. Post #333
    VENEZOLANO
    Big Bang's Avatar
    August 2006
    2,985 Posts
    Your comments on one of the files gave me a totally awesome idea for an NPC animation system like Tiramisu's only without the need for bonemerge, using entirely "recorded" animations through Lua.

  14. Post #334
    Gold Member
    DrasarSalman's Avatar
    August 2009
    10,139 Posts
    Your comments on one of the files gave me a totally awesome idea for an NPC animation system like Tiramisu's only without the need for bonemerge, using entirely "recorded" animations through Lua.
    Like Dmod outputting lua?

  15. Post #335
    VENEZOLANO
    Big Bang's Avatar
    August 2006
    2,985 Posts
    Damn, can't get CopyFrameData to work correctly. JetBoom, do I have to subtract the angles from the default t-posed model to get the correct angles for a frame?

  16. Post #336
    It doesn't work.
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  17. Post #337
    VENEZOLANO
    Big Bang's Avatar
    August 2006
    2,985 Posts
    It doesn't work.
    Yeah I can see why now. You're returning the bones angles, not the rotation angles for the matrix to match that current bone rotation. This is some pretty edgy math though, I'm gonna try to pull it off, I'll post it here if I manage to fix it.
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  18. Post #338
    I hide under your bed
    twoski's Avatar
    July 2011
    1,871 Posts
    Any chance you should show us a changelog (if at all possible)?

    I just downloaded the API and it says the version number is over 1000... Looks like you've been at work! Does this newly updated version still work with old animations? For a long time i've been using v3 which works fine, i assume you've improved the code vastly if you're already past revision 1000.

    Also, sorry for the bump, but this is one of the more handy releases i have downloaded and it should stay near the frontpage where it belongs.

  19. Post #339
    Gold Member
    DrasarSalman's Avatar
    August 2009
    10,139 Posts
    The only thing I have issues with in this mod is that is really likely to collide with anything. Even mods people consider important like wiremod.

  20. Post #340
    I hide under your bed
    twoski's Avatar
    July 2011
    1,871 Posts
    The only thing I have issues with in this mod is that is really likely to collide with anything. Even mods people consider important like wiremod.
    What the shit are you talking about? If you're talking about this mod conflicting with others then you're dead wrong. Unless you're using a second mod that makes use of the BuildBonePositions hook there's really no problems.

    I found a bug with the animator interface. If you click on a keyframe and try to duplicate it to the end, sometimes it moves to the front and the numbering for keyframes gets fucked up. Kind of annoying but not earth shattering.
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  21. Post #341
    You can save and reload the animation. I didn't actually make the editor.
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  22. Post #342
    I hide under your bed
    twoski's Avatar
    July 2011
    1,871 Posts
    Is it absolutely necessary to call ply:SetLuaAnimation(blah) on the client if the player that's running the animation isn't going to see themselves anyhow?

  23. Post #343
    If someone isn't going to see someone else then there's no reason to use it. Just remember that calling the stuff on the server is only for one-off gestures and other unimportant stuff. Treat it like CalcMainActivity or whatever it's called.
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  24. Post #344
    amkoc's Avatar
    January 2011
    555 Posts
    How would I get it to not slowly move to the post, and instead hold the pose until I tell it otherwise?

  25. Post #345
    You want to use a posture with 0 TimeToArrive.
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  26. Post #346
    Fluttershy Enthusiast
    thelurker1234's Avatar
    June 2011
    3,832 Posts
    So this puts an end to people holding a big m60 like its a pistol?
    Wonderful . Can't wait to use.
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  27. Post #347
    amkoc's Avatar
    January 2011
    555 Posts
    You want to use a posture with 0 TimeToArrive.
    oh thanks!


    So this puts an end to people holding a big m60 like its a pistol?
    Wonderful . Can't wait to use.
    function SWEP:Initialize()
    
    	self:SetWeaponHoldType( "shotgun" )	--or ar2 or what have you
    end
    
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  28. Post #348

    January 2012
    1 Posts
    I cant download svn version and i tried using the old one and it doesnt work...
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  29. Post #349

    February 2012
    1 Posts
    hey autorun/cl_animeditor.lua:463: attempt to index global 'vgui' (a nil value) and not work pls help me
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  30. Post #350

    May 2010
    1,041 Posts
    Would it be possible to get a tutorial for this in the OP?
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  31. Post #351
    shrek yourself before you shrek yourself
    Duskling's Avatar
    March 2012
    675 Posts
    Fantastic!

    I will make sure to test this out for my gamemode!

  32. Post #352
    amkoc's Avatar
    January 2011
    555 Posts
    Request: a flag or something to separate anims into upper and lower; i.e upper anims will only affect bones above the pelvis, leaving the default gmod walk animation intact; lower anims won't affect anything above the waist but will let you set custom walk cycles.

  33. Post #353
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,934 Posts
    Ehuh, does this even work anymore..?

    Dunno if any more work is going to go into this, bud.

  34. Post #354
    amkoc's Avatar
    January 2011
    555 Posts
    Ehuh, does this even work anymore..?

    Dunno if any more work is going to go into this, bud.

    Someone should make it work then :/ or at least some sort of similar system :/

  35. Post #355
    KatNotDinner's Avatar
    June 2011
    768 Posts
    I got it working, optimized the animation editor but for some reason it can't rotate or manipulate bones at all. I started the editor using lua_run_cl to execute AnimationEditorOn().
    Please help.
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  36. Post #356
    Request: a flag or something to separate anims into upper and lower; i.e upper anims will only affect bones above the pelvis, leaving the default gmod walk animation intact; lower anims won't affect anything above the waist but will let you set custom walk cycles.
    Can't really do that by just using these fake animations. You'll have to make this system work alongside the built-in animations.

  37. Post #357
    I hide under your bed
    twoski's Avatar
    July 2011
    1,871 Posts
    Is there a version of this in the works for gm13?

  38. Post #358
    RonanZer0's Avatar
    January 2012
    205 Posts
    -snip-

  39. Post #359
    Is there a version of this in the works for gm13?
    http://heavy.noxiousnet.com/boneanimlibv4.rar
    svn://noxiousnet.com/trunk/public/gmod13/animationsapi

    The editor is broken but all the internals should work. I didn't make the editor and it is way too messily coded for me to bother fixing it.
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  40. Post #360
    I hide under your bed
    twoski's Avatar
    July 2011
    1,871 Posts
    Yeah it's a disaster, i started hacking together fixes for it (ie. replacing the sysbutton with a dbutton etc) but i couldn't be bothered.

    I get an error when i try to checkout or download the zip file.