[TE4] Anim Modding SDK !

Everything about Modding the game, from new courts to the modifications of the player & tournament bases (and including all the bugs they may be creating ! ;) )

Re: [TE4] Anim Modding SDK !

Postby manutoo » 22 Jul 2022, 11:53

SDK updated to v0.96 :
- added the stretch anims
- added the slide anims : depending on the anim, it may be possible to copy/paste the upper body animation from the normal FH & BH with just a few changes (IIRC, if the base rotation is too different, it'll require to redo the animation almost completely :fear: )
ManuTOO
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Re: [TE4] Anim Modding SDK !

Postby Sillytone » 16 Nov 2023, 14:13

I want to ask about animation body rotations ingame.
I showcase in this video some forehand, and i notice that sometimes before hitting the ball their body doesn't rotate for an inch (example at 1:10).
It would mess up the look of that FH (the base animation has body rotation for ~180 degrees).
I know that TE4 wasn't like TE2013 when the animations display by default.
I wonder if the engine cause that, or it can be avoided by any means. If there are any tips in animations creating process, i would be very grateful.
Thanks.
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Re: [TE4] Anim Modding SDK !

Postby manutoo » 17 Nov 2023, 11:43

Sillytone,
This is likely because when the player runs, his hips are aligned on his run animation, not his strike animation, and then the spine is rotated to compensate for the difference, so the shoulders are correctly rotated (with maybe some limit so he doesn't break his back :blackeye: ).

You cannot change that behavior.

IIRC, it was working the same in TE3 but happened less often because the players were faster.
ManuTOO
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Re: [TE4] Anim Modding SDK !

Postby Sillytone » 28 Nov 2023, 14:20

Well thanks for your response.
I have another problem: I can't be able to implement servicewaiting into the game. Wonder if i've done anything wrong, here's a video about my process:

I did success before, but now i can't remember how i've done it.
Update#1 : I've tried to change the name at Infomation tab of both that service & servicewaiting (in Unity) into the same name, but still didn't work.
Sillytone
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Re: [TE4] Anim Modding SDK !

Postby Sillytone » 29 Nov 2023, 03:40

Update #2: I've tried to split the animations (one is service and another is servicewaiting) in 3DSMax before export to Unity; also create 2 different serve & servewaiting folder in Unity. It worked. But are there any other ways to do it without to split the animation in 3DSMax ?
Sillytone
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Gaming Since: 01 Sep 2012, 15:41

Re: [TE4] Anim Modding SDK !

Postby manutoo » 29 Nov 2023, 07:05

Sillytone,
in your video, the service waiting animation is correct but it's too much on the right ?
If so, check the params of the animation : everything should be "Baked into pos", and "Based Up Original".
I never tried to split the animation in Unity, but I guess it should work.
ManuTOO
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