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Post by Deleted on Feb 28, 2017 5:45:54 GMT -5
As the title says how do you find an xvert id ?
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Post by Deleted on Feb 28, 2017 7:04:37 GMT -5
Opps its spelt xevt not xvert its weird I kept seeing xvert lol might solve my problems well see.
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Post by andrew on Feb 28, 2017 20:09:10 GMT -5
Hi wildwitch, could you post some context on where you are using this? I looked at a few tunings that reference xevt_id that seem to correspond with the Header1 value of a script event in the clip/clip header, but I'm not sure if that is what you are looking for.
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Post by Deleted on Feb 28, 2017 20:29:56 GMT -5
well basically I'm trying to make an vfx line up with an xevt but I dont know the xevt of the animation so I need to know how to find it so I can line it all up, here's the part of the script that's relevant to the function <L n="basic_extras"> <V t="vfx"> <U n="vfx"> <V t="on_xevt" n="timeing"> <U n="on_xevt"> <T n="xevt_id">300</T> </U> </V> <U n="vfx"> <T n="effect_name">gp04_emotional_burst_7_happy</T> <V n="joint_name" t="Slot"> <T n="Slot">b__ROOT__</T> </V> </U> </U> </V> Thanks for your help
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Post by andrew on Mar 1, 2017 7:35:48 GMT -5
I found an example more like yours now, and I think that what I said earlier still applies. It should match with a script event in the clip resource and clip header's "Header1" field. Then it should play at whatever the time code is set on the script event. If the animation already has a script event at the time that you want the effect to occur, just copy the header1 and convert it from hexadecimal to decimal. If it doesn't have one, you will need to add a script event to it.
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Post by Deleted on Mar 1, 2017 23:16:08 GMT -5
Awesome thank you so much Andrew I will try it out now . Well I added a script to it and it works but I'm not sure how to make a new animation copied from the old one and reference it in the xml. I cant find the tuning id anywhere for the new clip name :P I don't want to add a script to the base animation I would rather make a copy of it then add the animation later . thanks again
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Post by andrew on Mar 3, 2017 22:40:30 GMT -5
There is usually a reference to the animation tuning in the interaction. The animation tuning will have a reference to the state machine (asm_key) which references the clips by name. From there, you can use the game file cruiser to add the state machine and clips to the package and renumber them so they don't override anything.
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Post by Deleted on Mar 3, 2017 22:44:00 GMT -5
ah that's useful thank you andrew
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