Native LSP Animations Dynamic Props v1.1

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Mark7

Knight at Arms
M&BWBWF&SNWVC

[LSP]Dynamic Props

This pack replace some native props for new, with animation.

Download: DynamicProps v1.1
(installation inside)

Additional information:
  • Pack only modifies meshes.
  • The props randomize animation for all spawned instances.
  • You might want to remove the casted shadow on the some scene props to prevent the artefacts.
  • You can modifies animation speed in the props script using the line:
Code:
prop_instance_deform_in_cycle_loop
  • List of animated props:
# arena_block_j_awning
# awning_a
# awning_b
# awning_d
# awning_long
# awning_long_b
# stand_cloth
# carpet_a
# carpet_b
# carpet_c
# chandelier_tavern
# cloth_a
# cloth_b
# door_screen
# garlic
# garlic_b
# lamp_a
# lamp_b
# merchant_sign
# tavern_sign_new
# net_a
# net_b
# rope_bridge_15m
# sofa_a
# sofa_b_new
# tripod_cauldron_a
# tripod_cauldron_b
# village_stand
# water_well_a
# glow_a
# glow_b
# chain_1m
# chain_2m
# chain_5m
# arabian_tent
# arabian_tent_b


Changelog:
1.1
- Added animated props:
# arabian_tent
# arabian_tent_b


Previous versions
1.0 Release
[size=10pt]- Added animated props:
# arena_block_j_awning
# awning_a
# awning_b
# awning_d
# awning_long
# awning_long_b
# stand_cloth
# carpet_a
# carpet_b
# carpet_c
# chandelier_tavern
# cloth_a
# cloth_b
# door_screen
# garlic
# garlic_b
# lamp_a
# lamp_b
# merchant_sign
# tavern_sign_new
# net_a
# net_b
# rope_bridge_15m
# sofa_a
# sofa_b_new
# tripod_cauldron_a
# tripod_cauldron_b
# village_stand
# water_well_a
# glow_a
# glow_b
# chain_1m
# chain_2m
# chain_5m


You can use it without asking for my permission. Just remember to:
- use it for non-commercial purposes
- give credit
 
Last edited:
Sorry for being a nuisance for asking this question, but I'm completely new to these things and I struggle to find the location of these .py files. I only have them in Diplomacy mod folder source, but where is it in Native?
 

Mark7

Knight at Arms
M&BWBWF&SNWVC
Update v1.1


- Added arabian_tent, arabian_tent_b animations.
giphy.gif

giphy.gif
 

Swyter

Grandmaster Knight
M&BWBWF&S
The secondary motion is really well made, Mark. Really impressive how we ended up having vertex animation support so late in the RGL engine lifecycle.
Merlkir pointed me here, maybe we'll end up using this in TLD. But that's probably something InVain will have to decide. Anyway, super neat. :party:
 

Mark7

Knight at Arms
M&BWBWF&SNWVC
Thanks, I would be happy to play TLD with this. :grin:

I found a minor bug that I will fix in the near future.
Gmh3ZWD.png
arabian_tent_b clipping by te ground, i need a little bit to elevate the cloth.
 

In Vain

Count
Yeah, these are really nice! Actually, we already have a similar effect for some props that's achieved via Swyter's wavy banner shader, but it's harder to notice and not as accurate as your way of doing it.

I feel like your props are waving just a bit too much. Like on a very windy day. I understand you can change the interval in the prop script, but I'm thinking of the amplitude, ie the maximum distance over which the vertices move. Do you think you could make a version with less movement, or would that be too much of a hassle?
 

Mark7

Knight at Arms
M&BWBWF&SNWVC
Yes, I did the average amplitude. Smaller movements are not particularly visible.
Now I am working on another OSP, but I think that I will release an update for 3 conditions of wind, strong, medium and weak, so that you can bind animations to "Global Wind".
 

In Vain

Count
Mark7 said:
Now I am working on another OSP, but I think that I will release an update for 3 conditions of wind, strong, medium and weak, so that you can bind animations to "Global Wind".

Oh wow, that'll be awesome! :grin:
 

HyperCharge

Section Moderator
M&BWBWF&SNWVC
Can you do this for flags? my computer is so low to open maya. If i could open it, I could do it myself with your tutorial but i can't.

Is it possible to do with Blender?
 

Tall Tiger

Recruit
Finding out deformation very useful expressing prop activities. Which version could module system use the tool?
 

Mark7

Knight at Arms
M&BWBWF&SNWVC
Tall Tiger, for all MS versions, no difference.

HyperCharge You can do animation wherever you want. And export through Maya. If this is a simulation, then export it as an alambic, if the bone animation or standard transform, as FBX.
After importing into Maya, select the mesh and click the "Vertex Animation Button"(WBAnimTools). But for such simple meshes as a flag, I recommend using shaders.
To export vertex animation from a blender, you need a reserch.
 

Tall Tiger

Recruit
Thanks a lot for detailed discription. I assume 3D Max is also available? I am using Max 2012 for smd exporter from valve.
 
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