Space Engineers

Space Engineers

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Anima Examples
   
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Type: Mod
Mod category: Block, Script, Animation, Other
File Size
Posted
Updated
921.724 KB
6 Jan, 2016 @ 11:10pm
19 Nov, 2016 @ 11:15pm
13 Change Notes ( view )

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Anima Examples

Description
WARNING: This script is deprecated and may or may not work with latest version of Space Engineers.

I don't play Space Engineers anymore so i won't be providing any patches in the future.



This package is only useful for modders!

Parts animation script for Space Engineers
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This script allow SE Blocks to playback an animation, the animation is restricted to object's transformations along a timeline, it cannot do skinned animation.

Includes script, examples, documentation and Blender export plug-in.

Requires Blender 2.70 or up for exporting animations.

Do not use this for ship constructions! This is an example only!

GitHub at:
https://github.com/JustBurn/SE_Anima

Some of the mods using this script (Only mods that use animation heavily will be added here):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=605086856 - Holographic Radar
26 Comments
ColdWolf 20 Apr, 2017 @ 7:25pm 
Perfect, all I needed to know. Thanks a lot! :)
Justburner  [author] 20 Apr, 2017 @ 7:07pm 
Any block can be animated but the issue is that it's impossible to check if a player is looking inside a specific container from the ModAPI. (that's as far i know, didn't checked the API for nearly a year or so!).

Anyway there's a workaround that works similar, the ModAPI do have access to the inventory contents so if you have a script that monitors the content of your crate for changes it can tell if any player (or incidentally a conveyor or something) is messing around and animate a "open", for the "close" it could be performed after a certain period of inactivity after being opened... overall not a perfect solution but still good enough.

Anyway to do all that you need to know quite a bit of scripting or find someone who can help you in that.
ColdWolf 20 Apr, 2017 @ 1:07pm 
Just a quick question, if it isn't too much trouble.
I'm more modeller/animator than scripter, so I'm unsure of the possibilities!

Is it possible to get ANY block to animate, or just powered/etc blocks?
For example, if I wanted to get a crate to play an opening or closing animation when
the player is looking inside it or leaving it, would that be possible?

Justburner  [author] 16 Mar, 2017 @ 5:24pm 
Radar? You mean the Holographic Radar? You should ask the question there.
PrimOak6 16 Mar, 2017 @ 4:00pm 
Justburn is there a way we can use the radar on a different grid such as I Scouting prob
Justburner  [author] 9 Jun, 2016 @ 12:29am 
Sorry for the break-up on the examples due to keen moving some stuff into other namespaces... once again!...
Now they should be working again (as 1.137)
The anima script itself was completely unaffected.
Justburner  [author] 16 Apr, 2016 @ 10:56am 
This is found in the documentation: "If you see a black box in the place of your part that means Anima failed to read the model file, since File/Directory existance checks are blacklisted in the game the Anima script sadly can't tell you what went wrong, if you're using local mod make sure the altModName in m_anima.Init() point to the exact folder name of your mod, if you uploaded into the Workshop make sure the name you published is the same as in modName in m_anima.Init()."
Darth Biomech 5 Apr, 2016 @ 9:33am 
What to do if the script shows no error, but subpart is not spawning either? Name of model appears to be correct
Darth Biomech 22 Jan, 2016 @ 12:51pm 
Oh. So it is a text file then? Good, then I belive I can simalate it, yes. Thanks.
Justburner  [author] 22 Jan, 2016 @ 12:04pm 
Darth Biomech: Blender script only exports the keyframe data (position, rotation and scale) from the animation into a sequence class.
If you know how to write 3DS Max scripts you can replicate that without any troubles.

Alternatively you can specify your own transformations for each part manually without any need to attach a sequence.