Are you stressed of time-consuming stop-motions for your films? Do you love creating keyframes for complex animations? Do you want to have smooth movements of a ragdoll or smooth transitions of a face expression to another one?
Then Director's Mod, shortly DMod, is for you.
It animates objects using user-created keyframes and smooths the animation with a linear interpolation. The current version supports physic objects (Ragdolls, props), flexes (Face expressions), color and transparency.
Keyframes:
Each animation is saved in keyframes that are text files (.txt). Those can be put in any folder inside the main folder, allowing you to create your own directory structure. The main directory is ".../garrysmod/garrysmod/data/dmod/".
Keyframes can be uploaded and shared with other people like ADV Dupes.
To keep the "data/dmod/"-folder clean, you can put every keyframe of the same animation in a separate folder inside "data/dmod/" and put these folders (also known as scene folders) into folders which can be seen as categories.
You can access the keyframes via relative paths from the data/dmod/-folder. For example "walking/breen/" will read/write the keyframes from/into ".../garrysmod/garrysmod/data/dmod/walking/breen/".
Types:
Director's Mod comes with different animation types, shortly Types. Those determine what values have to be animated. The current version offers the Types called "phys" (animates position and angles of any physics object), "flex" (animates scales and weights of flexes) and "color" (animates color and transparency).
The Types system is designed to read Types from separate .lua files so that you can simply add new Types in addon format and advanced LUA coders can easily write their own Types.
Scripts:
DMod also comes with a Script system which allows you to execute as many Scripts as you want. Scripts are run at the same time with animations and manipulate them.
This includes for example setting the angles of an animated prop toward a given object while the position values are still being changed by the animation itself.
It's not as complicated as it sounds. You only have to write the name(s) of the Script(s) and their parameter values (if necessary) in the animation start command. Scripts are optional, meaning that you can ignore them if you don't need them.
Scripts are like Types written in separate .lua files. You can add new Scripts in addon format and LUA coders can write them.
Official Scripts and Types will be added directly to DMod so that you only have to refresh your SVN directory or download the current version if you want to have freshly released official Scripts and Types.
Controls:
DMod is completely controlled by console commands (Rev10 has a GUI, so commands are optional there!). This has two advantages:[LIST][*]You can use the syntax of the console. This includes the bind command, alias command and the optional amount of command arguments.
For example, dmod_director "dmod_anim [...]; say started an animation" 4 "dmod_anim [...]; say started an animation" 2 "dmod_stop [...]; say stopped an animation" starts an animation 4 seconds after the first animation has been started. 2 seconds later, an animation will be stopped. To visualize the process, the player says something as soon as the second animation has started and an animation has been stopped.[*]LUA coders can create GUIs and Tools for DMod without great effort.[/LIST]It may sound complicated, but once you've got the hang out of it and learned all the DMod commands, it is easy to use. The most important commands are explained in the tutorial which can be found in the addon folder of DMod.
Example commands are "dmod_new" to create new keyframes and "dmod_anim" to start animations.
The Marker STool marks objects with names, so those can be used with DMod.
Summary:
Director's Mod is able to do anything that has to do with temporal and interpolated changes of values. Only the certain Types are needed. Scripts allow a more advanced use of DMod.
Example videos:[LIST][*]http://www.facepunch.com/showpost.ph...&postcount=100[*]http://www.facepunch.com/threads/991...1#post25775396[*]http://www.facepunch.com/showpost.ph...9&postcount=80[*]http://www.youtube.com/watch?v=Dh7GVBc3MM4[*]http://www.youtube.com/watch?v=MzWtcyGyqco[*]http://www.youtube.com/watch?v=0xjFYUKQjCk[*]http://www.youtube.com/watch?v=KMZH6uTMPIE[/LIST]
Updates:[LIST][*]Rev10Beta (not included in SVN): http://www.facepunch.com/threads/991...1#post27815817[*]Rev9: http://www.facepunch.com/threads/991...9#post25911559[*]Rev8: http://www.facepunch.com/threads/991...1#post25825611[*]Rev6: http://www.facepunch.com/threads/991...6#post24892886 [*]Rev5: http://www.facepunch.com/threads/991...9#post24733349[/LIST]
Current state:
Currently, I hardly have the time to continue my work on DMod. I'm too busy and I don't know if I'll get enough time for this addon in the future.
There are some planned features:
[LIST][*]Add Cubic and Hermite interpolation (Comparision of the interpolation techniques: [no interpolation], [linear], [cubic], [hermite]).[*]Make the animation speed independent from the GMod's fps. Shortly: Make DMod real-time via OS-time.[*]Add a GUI that replaces the writing of commands completely (The commands and the command previews won't be removed).[*]Add an inflator and a finger Type.[*]Add a phys-like Type for entities without physics objects.[*]Add a Type for player angles, positions and bones.[/LIST]Don't ask when and if these features will be released. I myself would like to have these questions answered, too.
There's a tutorial inside. Read it. It explains pretty much everything.

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