Wow, your player poly looks like a fire dancer boss (in Majora's Mask) XD. I don't know. Maybe you added wieldview??? Remove wieldview and try again.fireglow wrote:Hi,
we've got a problem with playeranim, the arms are always stuck in the air.
3d_armor: version-0.4.4-49-g98786fd
playeranim: at commit 5814be7a984cde0c48a5c1ab447991f7950e0770
Screenshot:
Anybody else experiencing this issue?
[Old][Mod] Bone-Based Animation [playeranim]
- ParaklataChotou
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Re: [Mod] Bone-Based Animation [playeranim]
Visit my server: freextress.ddnsking.com 30002 . mobs, npcs, interesting places, pvp.
- stu
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Re: [Mod] Bone-Based Animation [playeranim]
You will need to update to 3d_armor version-0.4.6 (current git master) and use the latest version of this mod.fireglow wrote:Hi,
we've got a problem with playeranim, the arms are always stuck in the air.
3d_armor: version-0.4.4-49-g98786fd
playeranim: at commit 5814be7a984cde0c48a5c1ab447991f7950e0770
- fireglow
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Re: [Mod] Bone-Based Animation [playeranim]
3d_armor is at the latest version.
Latest commit on branch master:
https://github.com/stujones11/minetest- ... its/master
98786fd8f7c12524e33ecffe36b9b750996a19fa
Code: Select all
root@alpha ~ # ❯❯❯ cd /usr/jails/freeminer/srv/minetest/world/worldmods/3d_armor
root@alpha /u/j/f/s/m/w/w/3d_armor # ❯❯❯ sudo -u builder git pull
Already up-to-date.
root@alpha /u/j/f/s/m/w/w/3d_armor # ❯❯❯ git status
On branch master
Your branch is up-to-date with 'origin/master'.
Changes not staged for commit:
(use "git add <file>..." to update what will be committed)
(use "git checkout -- <file>..." to discard changes in working directory)
modified: shields/init.lua
modified: shields/textures/shields_inv_shield_admin.png
modified: shields/textures/shields_shield_admin.png
modified: shields/textures/shields_shield_admin_preview.png
Untracked files:
(use "git add <file>..." to include in what will be committed)
shields/textures/null.png
shields/textures/shields_inv_shield_fireglow.png
shields/textures/shields_shield_fireglow.png
shields/textures/shields_shield_fireglow_preview.png
no changes added to commit (use "git add" and/or "git commit -a")
root@alpha /u/j/f/s/m/w/w/3d_armor # ❯❯❯ git describe
version-0.4.4-49-g98786fd
root@alpha /u/j/f/s/m/w/w/3d_armor # ❯❯❯ cat .git/config
[core]
repositoryformatversion = 0
filemode = true
bare = false
logallrefupdates = true
[remote "origin"]
url = https://github.com/stujones11/minetest-3d_armor.git
fetch = +refs/heads/*:refs/remotes/origin/*
[branch "master"]
remote = origin
merge = refs/heads/master
root@alpha /u/j/f/s/m/w/w/3d_armor # ❯❯❯ git log -1
commit 98786fd8f7c12524e33ecffe36b9b750996a19fa
Author: stujones11 <stujones111@gmail.com>
Date: Sun Nov 27 17:18:08 2016 +0000
Add killme command to replace old kill command
https://github.com/stujones11/minetest- ... its/master
98786fd8f7c12524e33ecffe36b9b750996a19fa
- stu
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Re: [Mod] Bone-Based Animation [playeranim]
Okay, it looks like this mod has not been updated yet to support the new player model while 3d_armor has. There is an open pull request with the necessary updates, however, if you are using freeminer as your system path suggests, I have no idea if it uses the latest player model or not. If that is the case then you might be better off using 3d_armor version-0.4.5 for now, you can find it under releases.fireglow wrote:3d_armor is at the latest version.Code: Select all
root@alpha ~ # ❯❯❯ cd /usr/jails/freeminer/srv/minetest/world/worldmods/3d_armor
Correction: This mod has been updated since I last checked and now supports the current development version minetest_game player model, soon(tm) to be part of minetest version 0.4.15
- Warrior_4_Christ
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Re: [Mod] Bone-Based Animation [playeranim]
Hi. When I use this mod, any skin with a cape on it makes the cape stick up behind the player as if there is a constant upward wind. Is there a way to fix this?
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Re: [Mod] Bone-Based Animation [playeranim]
Thanks for your reporting.Shadow_The_Hedgehog wrote:Hi. When I use this mod, any skin with a cape on it makes the cape stick up behind the player as if there is a constant upward wind. Is there a way to fix this?
Could you add the screenshot, please?
- texmex
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Re: [Mod] Bone-Based Animation [playeranim]
Thank you for this great mod, Rui. It adds so much more personality to players behavior. I was wondering if you could have a look at the emote mod, with the aim to see if the two mods could be made to coexist?
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Re: [Mod] Bone-Based Animation [playeranim]
I have one problem which is my head is moving but my hands are sticking up like someone told me to hands up so my hands turn like that.
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- LordStephen77
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Re: [Mod] Bone-Based Animation [playeranim]
Interesting. When this mode is optimized it will be a nice addition.
I misunderstanded apologize. I did not see Rui's post, I do not understand why ??? Now I read it all without any problems :D
I misunderstanded apologize. I did not see Rui's post, I do not understand why ??? Now I read it all without any problems :D
Last edited by LordStephen77 on Mon May 29, 2017 14:35, edited 2 times in total.
- texmex
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Re: [Mod] Bone-Based Animation [playeranim]
Not following. Rui's posts are still visible, I see no mentions of "ugly" other than yours and the mod is already in the collectively maintained repo group minetest-mods.LordStephen77 wrote:The user "Rui" or I should say "ex-user" has made a commitment to implement a mod that implements one of the most required features in Minetest. I'm sorry to hear that the user "Rui" has deleted her posts and is no longer present on this forum.
To say that it is "horribly slow, ugly and more" is not cute. Each developing project has bugs, optimization problems, and more. Minetest was born in 2010 and is still "almost" comparable to an alpha version today.
I'm sorry about Rui, he was good and he was busy in his job, without asking for anything in return.
At least he tried to improve Minetest by including a new feature.
Re: [Mod] Bone-Based Animation [playeranim]
I want to implement this feature in the engine, but I can't because I don't know about C++... (´・ω・`)
This is "horribly slow, ugly and more".
This should be implemented in the engine.
P.S.
The reason why I deleted some topics of mine is because I don't want to leave my poor English messages.
Although I'm still not good at English :D
This is "horribly slow, ugly and more".
This should be implemented in the engine.
P.S.
The reason why I deleted some topics of mine is because I don't want to leave my poor English messages.
Although I'm still not good at English :D
- LordStephen77
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Re: [Mod] Bone-Based Animation [playeranim]
I see. However you did a good job, your fashion I like. Continue this, thank you for your answer :DRui wrote:I want to implement this feature in the engine, but I can't because I don't know about C++... (´・ω・`)
This is "horribly slow, ugly and more".
This should be implemented in the engine.
P.S.
The reason why I deleted some topics of mine is because I don't want to leave my poor English messages.
Although I'm still not good at English :D
- ForgiveAndromedalol
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Re: [Mod] Bone-Based Animation [playeranim]
I've not upgraded 3d_armor - I know. But it's funny this glitch XD.
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Re: [Mod] Bone-Based Animation [playeranim]
Please try adding "player_model_version = default_character_v1" in minetest.conf.ForgiveAndromedalol wrote:[img]
I've not upgraded 3d_armor - I know. But it's funny this glitch XD.
- maikerumine
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Re: [Mod] Bone-Based Animation MT 0.5 [playeranim]
FIXED!!!
Here is the updated source code if you are using minetest 0.5 and up:
I tweaked the stance a little bit as well.
Here is the updated source code if you are using minetest 0.5 and up:
Code: Select all
local model = minetest.get_modpath("3d_armor") and "armor" or "normal"
-- Localize functions to avoid table lookups (better performance)
local vector_new = vector.new
local vector_add = vector.add
local vector_equals = vector.equals
local math_sin = math.sin
local math_deg = math.deg
local table_copy = table.copy
local get_animation = default.player_get_animation--mt4
local get_animation = player_api.player_get_animation--mt5
-- Animation alias
local STAND = 1
local WALK = 2
local MINE = 3
local WALK_MINE = 4
local SIT = 5
local LAY = 6
local SNEAK = 7
local RESET_BODY = 8
-- Bone alias
local BODY = "Body"
local HEAD = "Head"
local CAPE = "Cape"
local LARM = "Arm_Left"
local RARM = "Arm_Right"
local LLEG = "Leg_Left"
local RLEG = "Leg_Right"
local bone_position = {
normal = {
[BODY] = vector_new(0, 6.5, 0),
[HEAD] = vector_new(0, 6.5, 0),
[CAPE] = vector_new(0, 6.5, 1.5),
[LARM] = vector_new(-3, 5.5, 0),
[RARM] = vector_new(3, 5.5, 0),
[LLEG] = vector_new(-1, 0, 0),
[RLEG] = vector_new(1, 0, 0)
},
armor = {
[BODY] = vector_new(0, 6.5, 0),
[HEAD] = vector_new(0, 6.75, 0),
[CAPE] = vector_new(0, 6.75, 1.5),
[LARM] = vector_new(3, 5.5, 0),
[RARM] = vector_new(-3, 5.5, 0),
[LLEG] = vector_new(1, 0, 0),
[RLEG] = vector_new(-1, 0, 0)
}
}
local bone_rotation = {
normal = {
[BODY] = vector_new(0, 0, 0),
[HEAD] = vector_new(0, 0, 0),
[CAPE] = vector_new(0, 0, 180),
[LARM] = vector_new(0, 0, -4),
[RARM] = vector_new(0, 0, 4),
[LLEG] = vector_new(0, 0, -3),
[RLEG] = vector_new(0, 0, 3)
},
armor = {
[BODY] = vector_new(0, 0, 0),
[HEAD] = vector_new(0, 0, 0),
[CAPE] = vector_new(180, 0, 180),
[LARM] = vector_new(0, 0, 4),
[RARM] = vector_new(0, 0, -4),
[LLEG] = vector_new(0, 0, 3),
[RLEG] = vector_new(0, 0, -3)
}
}
-- Bone rotate
local function rotate(player, bone, x, y, z)
local rotation = vector_add(vector_new(x or 0, y or 0, z or 0), bone_rotation[model][bone])
player:set_bone_position(bone, bone_position[model][bone], rotation)
end
local step = 0
local animation_speed = {}
local animations = {
[STAND] = function(player)
rotate(player, BODY)
rotate(player, CAPE)
rotate(player, LARM)
rotate(player, RARM)
rotate(player, LLEG)
rotate(player, RLEG)
end,
[WALK] = function(player)
local name = player:get_player_name()
local swing = math_sin(step * 4 * animation_speed[name])
rotate(player, CAPE, swing * 30 + 35)
rotate(player, LARM, swing * -40)
rotate(player, RARM, swing * 40)
rotate(player, LLEG, swing * 40)
rotate(player, RLEG, swing * -40)
end,
[MINE] = function(player)
local name = player:get_player_name()
local pitch = math_deg(player:get_look_pitch())
local swing = math_sin(step * 4 * animation_speed[name])
local hand_swing = math_sin(step * 8 * animation_speed[name])
rotate(player, CAPE, swing * 5 + 10)
rotate(player, LARM)
rotate(player, RARM, hand_swing * 20 + 80 + pitch)
rotate(player, LLEG)
rotate(player, RLEG)
end,
[WALK_MINE] = function(player)
local name = player:get_player_name()
local pitch = math_deg(player:get_look_pitch())
local swing = math_sin(step * 4 * animation_speed[name])
local hand_swing = math_sin(step * 8 * animation_speed[name])
rotate(player, CAPE, swing * 30 + 35)
rotate(player, LARM, swing * -40)
rotate(player, RARM, hand_swing * 20 + 80 + pitch)
rotate(player, LLEG, swing * 40)
rotate(player, RLEG, swing * -40)
end,
[SIT] = function(player)
local body_pos = table_copy(bone_position[model][BODY])
body_pos.y = body_pos.y - 6
player:set_bone_position(BODY, body_pos, vector_new(0, 0, 0))
rotate(player, LARM)
rotate(player, RARM)
rotate(player, LLEG, 90)
rotate(player, RLEG, 90)
end,
[LAY] = function(player)
player:set_bone_position(BODY, vector_new(0, -9, 0), vector_new(270, 0, 0))
rotate(player, HEAD)
end,
[SNEAK] = function(player)
rotate(player, BODY, 5)
end,
[RESET_BODY] = function(player)
rotate(player, BODY)
end
}
-- Set animation speed
local function set_speed(player, bool_sneak)
local name = player:get_player_name()
local n = bool_sneak and 0.75 or 2
if n ~= animation_speed[name] then
animation_speed[name] = n
end
end
-- Set animation
local current_animation = {}
local function set_animation(player, anim)
local name = player:get_player_name()
if anim == LAY or anim == SNEAK or anim == RESET_BODY then
if current_animation[name][1] ~= anim then
current_animation[name][1] = anim
animations[anim](player)
end
elseif anim == WALK or anim == MINE or anim == WALK_MINE
or current_animation[name][2] ~= anim then
current_animation[name][2] = anim
animations[anim](player)
end
end
-- Head rotate
local current_head = {}
local function head_rotate(player, controls)
local pitch = math_deg(player:get_look_pitch())
local look = vector_new(pitch, 0, 0)
if controls.left ~= controls.right then
look.y = controls.right and 10 or -10
end
local name = player:get_player_name()
local old_pitch, old_look = current_head[name][1], current_head[name][2]
if old_pitch ~= pitch or (not old_look or not vector_equals(old_look, look)) then
current_head[name] = {pitch, look}
rotate(player, HEAD, look.x, look.y, look.z)
end
end
-- Sneak animation
local function set_sneak(player, bool_sneak)
set_animation(player, bool_sneak and SNEAK or RESET_BODY)
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
current_head[name] = {}
current_animation[name] = {}
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
animation_speed[name] = nil
current_head[name] = nil
current_animation[name] = nil
end)
minetest.register_globalstep(function(dtime)
step = dtime + step
if step >= 3600 then
step = 0
end
for _, player in ipairs(minetest.get_connected_players()) do
--local animation = get_animation(player).animation--mt4
local animation = player_api.get_animation(player).animation--mt5
if animation == "lay" then -- No head rotate
set_animation(player, STAND) -- Reset
set_animation(player, LAY)
else
local controls = player:get_player_control()
local bool_sneak = controls.sneak
if animation == "walk" then
set_speed(player, bool_sneak)
set_animation(player, WALK)
set_sneak(player, bool_sneak)
elseif animation == "mine" then
set_speed(player, bool_sneak)
set_animation(player, MINE)
set_sneak(player, bool_sneak)
elseif animation == "walk_mine" then
set_speed(player, bool_sneak)
set_animation(player, WALK_MINE)
set_sneak(player, bool_sneak)
elseif animation == "sit" then
set_animation(player, SIT)
else
set_animation(player, STAND)
set_sneak(player, bool_sneak)
end
head_rotate(player, controls)
end
end
end)
--[[
# playeranim
Makes the head, and the right arm when you’re mining, face the way you’re facing, similar to Minecraft. Compatible with 3d_armor. Forked from the animplus mod, which was an ugly hack.
The head only turns up and down relative to the body, except it turns slightly to the right/left when you strafe right/left. When you turn the body turns with the head.
Works in multiplayer, I tested it on a local server.
Created by Rui914, this document was written by sloantothebone.
Updated to Minetest engint 0.5++ by maikerumine
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO.
]]
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Talamh Survival Minetest-->viewtopic.php?f=10&t=12959
Re: [Mod] Bone-Based Animation MT 0.5 [playeranim]
Thank-you! I will try this as soon as i update my MT version to 0.5-devmaikerumine wrote:FIXED!!!
Here is the updated source code if you are using minetest 0.5 and up:
I tweaked the stance a little bit as well.Code: Select all
local model = minetest.get_modpath("3d_armor") and "armor" or "normal" -- Localize functions to avoid table lookups (better performance) local vector_new = vector.new local vector_add = vector.add local vector_equals = vector.equals local math_sin = math.sin local math_deg = math.deg local table_copy = table.copy local get_animation = default.player_get_animation--mt4 local get_animation = player_api.player_get_animation--mt5 -- Animation alias local STAND = 1 local WALK = 2 local MINE = 3 local WALK_MINE = 4 local SIT = 5 local LAY = 6 local SNEAK = 7 local RESET_BODY = 8 -- Bone alias local BODY = "Body" local HEAD = "Head" local CAPE = "Cape" local LARM = "Arm_Left" local RARM = "Arm_Right" local LLEG = "Leg_Left" local RLEG = "Leg_Right" local bone_position = { normal = { [BODY] = vector_new(0, 6.5, 0), [HEAD] = vector_new(0, 6.5, 0), [CAPE] = vector_new(0, 6.5, 1.5), [LARM] = vector_new(-3, 5.5, 0), [RARM] = vector_new(3, 5.5, 0), [LLEG] = vector_new(-1, 0, 0), [RLEG] = vector_new(1, 0, 0) }, armor = { [BODY] = vector_new(0, 6.5, 0), [HEAD] = vector_new(0, 6.75, 0), [CAPE] = vector_new(0, 6.75, 1.5), [LARM] = vector_new(3, 5.5, 0), [RARM] = vector_new(-3, 5.5, 0), [LLEG] = vector_new(1, 0, 0), [RLEG] = vector_new(-1, 0, 0) } } local bone_rotation = { normal = { [BODY] = vector_new(0, 0, 0), [HEAD] = vector_new(0, 0, 0), [CAPE] = vector_new(0, 0, 180), [LARM] = vector_new(0, 0, -4), [RARM] = vector_new(0, 0, 4), [LLEG] = vector_new(0, 0, -3), [RLEG] = vector_new(0, 0, 3) }, armor = { [BODY] = vector_new(0, 0, 0), [HEAD] = vector_new(0, 0, 0), [CAPE] = vector_new(180, 0, 180), [LARM] = vector_new(0, 0, 4), [RARM] = vector_new(0, 0, -4), [LLEG] = vector_new(0, 0, 3), [RLEG] = vector_new(0, 0, -3) } } -- Bone rotate local function rotate(player, bone, x, y, z) local rotation = vector_add(vector_new(x or 0, y or 0, z or 0), bone_rotation[model][bone]) player:set_bone_position(bone, bone_position[model][bone], rotation) end local step = 0 local animation_speed = {} local animations = { [STAND] = function(player) rotate(player, BODY) rotate(player, CAPE) rotate(player, LARM) rotate(player, RARM) rotate(player, LLEG) rotate(player, RLEG) end, [WALK] = function(player) local name = player:get_player_name() local swing = math_sin(step * 4 * animation_speed[name]) rotate(player, CAPE, swing * 30 + 35) rotate(player, LARM, swing * -40) rotate(player, RARM, swing * 40) rotate(player, LLEG, swing * 40) rotate(player, RLEG, swing * -40) end, [MINE] = function(player) local name = player:get_player_name() local pitch = math_deg(player:get_look_pitch()) local swing = math_sin(step * 4 * animation_speed[name]) local hand_swing = math_sin(step * 8 * animation_speed[name]) rotate(player, CAPE, swing * 5 + 10) rotate(player, LARM) rotate(player, RARM, hand_swing * 20 + 80 + pitch) rotate(player, LLEG) rotate(player, RLEG) end, [WALK_MINE] = function(player) local name = player:get_player_name() local pitch = math_deg(player:get_look_pitch()) local swing = math_sin(step * 4 * animation_speed[name]) local hand_swing = math_sin(step * 8 * animation_speed[name]) rotate(player, CAPE, swing * 30 + 35) rotate(player, LARM, swing * -40) rotate(player, RARM, hand_swing * 20 + 80 + pitch) rotate(player, LLEG, swing * 40) rotate(player, RLEG, swing * -40) end, [SIT] = function(player) local body_pos = table_copy(bone_position[model][BODY]) body_pos.y = body_pos.y - 6 player:set_bone_position(BODY, body_pos, vector_new(0, 0, 0)) rotate(player, LARM) rotate(player, RARM) rotate(player, LLEG, 90) rotate(player, RLEG, 90) end, [LAY] = function(player) player:set_bone_position(BODY, vector_new(0, -9, 0), vector_new(270, 0, 0)) rotate(player, HEAD) end, [SNEAK] = function(player) rotate(player, BODY, 5) end, [RESET_BODY] = function(player) rotate(player, BODY) end } -- Set animation speed local function set_speed(player, bool_sneak) local name = player:get_player_name() local n = bool_sneak and 0.75 or 2 if n ~= animation_speed[name] then animation_speed[name] = n end end -- Set animation local current_animation = {} local function set_animation(player, anim) local name = player:get_player_name() if anim == LAY or anim == SNEAK or anim == RESET_BODY then if current_animation[name][1] ~= anim then current_animation[name][1] = anim animations[anim](player) end elseif anim == WALK or anim == MINE or anim == WALK_MINE or current_animation[name][2] ~= anim then current_animation[name][2] = anim animations[anim](player) end end -- Head rotate local current_head = {} local function head_rotate(player, controls) local pitch = math_deg(player:get_look_pitch()) local look = vector_new(pitch, 0, 0) if controls.left ~= controls.right then look.y = controls.right and 10 or -10 end local name = player:get_player_name() local old_pitch, old_look = current_head[name][1], current_head[name][2] if old_pitch ~= pitch or (not old_look or not vector_equals(old_look, look)) then current_head[name] = {pitch, look} rotate(player, HEAD, look.x, look.y, look.z) end end -- Sneak animation local function set_sneak(player, bool_sneak) set_animation(player, bool_sneak and SNEAK or RESET_BODY) end minetest.register_on_joinplayer(function(player) local name = player:get_player_name() current_head[name] = {} current_animation[name] = {} end) minetest.register_on_leaveplayer(function(player) local name = player:get_player_name() animation_speed[name] = nil current_head[name] = nil current_animation[name] = nil end) minetest.register_globalstep(function(dtime) step = dtime + step if step >= 3600 then step = 0 end for _, player in ipairs(minetest.get_connected_players()) do --local animation = get_animation(player).animation--mt4 local animation = player_api.get_animation(player).animation--mt5 if animation == "lay" then -- No head rotate set_animation(player, STAND) -- Reset set_animation(player, LAY) else local controls = player:get_player_control() local bool_sneak = controls.sneak if animation == "walk" then set_speed(player, bool_sneak) set_animation(player, WALK) set_sneak(player, bool_sneak) elseif animation == "mine" then set_speed(player, bool_sneak) set_animation(player, MINE) set_sneak(player, bool_sneak) elseif animation == "walk_mine" then set_speed(player, bool_sneak) set_animation(player, WALK_MINE) set_sneak(player, bool_sneak) elseif animation == "sit" then set_animation(player, SIT) else set_animation(player, STAND) set_sneak(player, bool_sneak) end head_rotate(player, controls) end end end) --[[ # playeranim Makes the head, and the right arm when you’re mining, face the way you’re facing, similar to Minecraft. Compatible with 3d_armor. Forked from the animplus mod, which was an ugly hack. The head only turns up and down relative to the body, except it turns slightly to the right/left when you strafe right/left. When you turn the body turns with the head. Works in multiplayer, I tested it on a local server. Created by Rui914, this document was written by sloantothebone. Updated to Minetest engint 0.5++ by maikerumine DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE Version 2, December 2004 Copyright (C) 2004 Sam Hocevar <sam@hocevar.net> Everyone is permitted to copy and distribute verbatim or modified copies of this license document, and changing it is allowed as long as the name is changed. DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 0. You just DO WHAT THE FUCK YOU WANT TO. ]]
Hey, what can i say? I'm the bad guy.
Re: [Mod] Bone-Based Animation [playeranim]
maike i hopped on your server and realized that the head doesnt spin, thats because you modified the github version, but the more updated one in the zip.
Hey, what can i say? I'm the bad guy.
- maikerumine
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Re: [Mod] Bone-Based Animation [playeranim]
My server isnt updated yet. :)Stix wrote:maike i hopped on your server and realized that the head doesnt spin, thats because you modified the github version, but the more updated one in the zip.
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959
- maikerumine
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Re: [Mod] Bone-Based Animation [playeranim]
EDIT, the zip doesnt work for mt5 yetStix wrote:maike i hopped on your server and realized that the head doesnt spin, thats because you modified the github version, but the more updated one in the zip.
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959
- sparky
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Re: [Mod] Bone-Based Animation [playeranim]
Have you looked at making this a Client-side mod, Rui?
- kingoscargames
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Re: [Mod] Bone-Based Animation [playeranim]
I don't think thats possible.sparky wrote:Have you looked at making this a Client-side mod, Rui?
Re: [Mod] Bone-Based Animation [playeranim]
It's not possible.sparky wrote:Have you looked at making this a Client-side mod, Rui?
"set_bone_position" isn't implemented in client-side API.
- jordan4ibanez
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Re: [Mod] Bone-Based Animation [playeranim]
I hate to revive a dead thread, but this doesn't work correctly in latest, the player is visually halfway into the ground. :(
hello, am program. do language in rust. make computer do. okay i go now.
- azekill_DIABLO
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Re: [Mod] Bone-Based Animation [playeranim]
That a bug with the model offset! and this thread is not ded!
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
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