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 Animation help 
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Rank 7
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Joined: Wed Dec 24, 2014 9:18 pm
Posts: 31
So I created an animation of Saiko bending over and I scripted it to Jiggle for test's sake. I added the waypoint sitass_wp1 so on "jiggle" Saiko goes to the wp and then bend over. My problem is that no matter what I try, she keeps turning before bending over. The idea is to have her bend over the table, not showing her twat to it. Any help would be appreciated.
Here is the specific piece of code:
Code:
[START1]
  {
    // Jiggle
      loc.sp.pose_type = TEST;
      loc.sp.pose_id   = 0;
     loc.sp.waypoint  = "sitass_wp1";
     loc.sp.exact     = 0;
     loc.sp.par       = 0.5;
    SetPose(loc.sp);
   
    state.dyn.me.do.pose.sp     = loc.sp; 
      state.dyn.me.do.pose.state2 = START2;
      state.dyn.me.do.pose.fstate2 = FINISH;
    state.dyn.me.do.state2      = POSE_WAIT;
  }


Fri Jan 01, 2016 11:39 pm
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Rank 17
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Joined: Fri Feb 27, 2015 2:06 pm
Posts: 682
Location: Australia
There's a few ways to get them to move to where you want


you can add front or back to each way point

front will make them face the way point and back will face away from the way point

either like
loc.sp.waypoint = "sitass_wp1+back;

or like this
loc.sp.waypoint = "sitass_wp1";
loc.sp.waypoint += "+back";


you can have the npc face the player/npc as well using

loc.sp.waypoint = "#MAIN+front";
loc.sp.waypoint = "#MAIN+back";
loc.sp.waypoint = "#MONICA+back";
loc.sp.waypoint = "#MONICA+front";
loc.sp.waypoint = "#SAIKO+back";
loc.sp.waypoint = "#SAIKO+front";

Hope this helps

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Sat Jan 02, 2016 1:53 am
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Rank 7
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Joined: Wed Dec 24, 2014 9:18 pm
Posts: 31
Thanks, I tried but I wrongly used back:sitass_wp .
Btw, your animation tutorial rocks, especially for those that have nver used Maya.


Sat Jan 02, 2016 2:31 am
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Joined: Wed Dec 24, 2014 9:18 pm
Posts: 31
Hmm, the waypoint is too far from the table to be useful, I will have to figure out how to add a custom one.


Sat Jan 02, 2016 11:18 am
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To add new waypoints you would need the source dungeon which i believe we do not have

You could add in a new table using pos xyz if there is a waypoint close enough
Or use an object as a waypoint(i think its possible but iv never tried)

I'll have a look tomorrow to see how it can be done

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Sat Jan 02, 2016 2:04 pm
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I managed to get an object waypoint in the scene (DUNGEON1:TABLEBEND), unfortunately the NPC ignores it. Oh well, back to the drawing board. I migh have to add an extra table with an object wp for it to work, but not to be able to add new wp limit my options. I was thinking to have her bend over facing the wall, but I will have the same issue there :( For my third idea, having Saiko and Monica kiss, that will not be an issue since I can point an npc to the other. I guess I will start working on that one
Xpadmin, any suggestions?

Since we are able to add an object waypoint, e.g.
Code:
  waypoint_objecti TABLEBEND
{
pos = (1.2,0.0,0.0);
rot = (0.0,90.0,0.0);
}


is there a similar way to add a regular wp?


Sat Jan 02, 2016 8:50 pm
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Posts: 682
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Holy shit you can add waypoints THIS CHANGES EVERYTHING

Code:
    waypoint_objecti TABLEBEND
{
pos = (-2,0.0,0.0);
rot = (0.0,90.0,0.0);
}


Code:
loc.sp.pose_type = STAND;
loc.sp.pose_id   = 0;
loc.sp.waypoint  = "DUNGEON1:TABLEBEND";


Just make sure its not to close to the table otherwise she will not be able to get to it

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Sun Jan 03, 2016 12:22 am
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Rank 7
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Joined: Wed Dec 24, 2014 9:18 pm
Posts: 31
Yeah, I added it to dungeon1.dat in init/stories/dungeon/scenes

Here is part of the code for Jiggle

Code:
loc.sp.pose_type = TEST;
      loc.sp.pose_id   = 0;
    loc.sp.waypoint  = "DUNGEON1:TABLEBEND";
     loc.sp.exact     = 2;
     loc.sp.par       = 0.5;
    SetPose(loc.sp);


unfortunately, she does not recognize the waypoint and skip to the action in situ


Sun Jan 03, 2016 1:43 am
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Joined: Fri Feb 27, 2015 2:06 pm
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You need to get her to walk to the spot first like this example
Code:
[START1]
{
loc.sp.pose_type = STAND;
      loc.sp.pose_id   = 0;
    loc.sp.waypoint  = "DUNGEON1:TABLEBEND";
    SetPose(loc.sp);
      do_set_timer(1);
state.dyn.me.do.state2 = START2;
}

[START2]
{
    loc.ts = GetTs(); 
[loc.ts < state.dyn.me.do.ts] return;
[state.dyn.me.pose.result == NONE] return;

loc.sp.pose_type = TEST;
      loc.sp.pose_id   = 0;
    SetPose(loc.sp);
}

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Sun Jan 03, 2016 7:48 am
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Rank 7
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Joined: Wed Dec 24, 2014 9:18 pm
Posts: 31
Thanks, I will try it in the evening and let you know


Sun Jan 03, 2016 12:49 pm
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