Gah - a solution with more questions. – EntropicLqd
Legacy:UScriptAnimPawn
From Unreal Wiki, The Unreal Engine Documentation Site
UScript Controlled Animation Pawn[edit]
For those interested in creating pawns whose animations are controlled through UScript instead of native code, the following code will provide a base from which you can edit. It is simply the native animation source code rewritten in UScript (c++ source available in the 3186 uscript source). The following code behaves almost exactly the same as the native code (slight difference in rotation yaw, will edit once tracked down). It would probably be beneficial to performance to place the call to UpdateMovementAnimation function in the AnimEnd event as it was back in original UT. -Meowcat
[Edit 12 June 2014] Some minor code fixes/optimizations added in the select function -Meowcat
class UScriptAnimPawn extends SomeOtherPawnClass< SEMI >// SomeOtherPawnClass will typically be xPawn // added to get around the const values normally set by the native code var bool bFootTurning; var bool bFootStill; var int iFootRot; var int iTurnDir; var int SmoothViewPitch, SmoothViewYaw;// These two are only needed if this code is for UT2003, UT2004 pawn code already has them simulated function Tick(float DeltaTime) { if(!bPhysicsAnimUpdate) UpdateMovementAnimation(DeltaTime);//added to allow switching between native and scripted animation super.tick(deltatime); } // Epic C++ animation code converted to uscript, with slight optimization simulated function UpdateMovementAnimation( FLOAT DeltaSeconds ) { if ( Level.NetMode == NM_DedicatedServer ) return; if( bPlayedDeath ) return; if (Level.TimeSeconds - LastRenderTime > 1.0) { iFootRot = Rotation.Yaw; bFootTurning = false; bFootStill = false; return; } BaseEyeHeight = Default.BaseEyeHeight; if ( bIsIdle && Physics != OldPhysics ) { bWaitForAnim = false; } if ( !bWaitForAnim ) { // This first option should be selected most often if ( Physics == PHYS_Walking || Physics == PHYS_Ladder ) { UpdateOnGround(); } //next most likely physics state for most maps (I'd assume...) else if ( Physics == PHYS_Falling || Physics == PHYS_Flying ) { BaseEyeHeight *= 0.7f; UpdateInAir(); } // Probably the least likely state... unless you break out PHYS_Ladder and PHYS_Flying separately else if ( Physics == PHYS_Swimming ) { BaseEyeHeight *= 0.7f; UpdateSwimming(); } } else if ( !IsAnimating(0) ) bWaitForAnim = false; if ( Physics != PHYS_Walking ) bIsIdle = false; OldPhysics = Physics;// OldPhysics is not const and can be changed in UScript //OldVelocity = Velocity;// is a const, may be used in the ModifyVelocity function!! if (bDoTorsoTwist) UpdateTwistLook( DeltaSeconds ); } simulated function UpdateSwimming() { if ( (Velocity.X*Velocity.X + Velocity.Y*Velocity.Y) < 2500.0f ) PlayAnim(IdleSwimAnim, 1.0f, 0.1f, 0); else PlayAnim(SwimAnims[Get4WayDirection()], 1.0f, 0.1f, 0); //PlayAnim(0, SwimAnims[Get4WayDirection()], 1.0f, 0.1f, true);// native anim call } simulated function UpdateInAir() { local Name NewAnim; local bool bUp, bDodge; local float DodgeSpeedThresh; local int Dir; local float XYVelocitySquared; XYVelocitySquared = (Velocity.X*Velocity.X)+(Velocity.Y*Velocity.Y); bDodge = false; if ( OldPhysics == PHYS_Walking ) { DodgeSpeedThresh = ((GroundSpeed*DodgeSpeedFactor) + GroundSpeed) * 0.5f; if ( XYVelocitySquared > DodgeSpeedThresh*DodgeSpeedThresh ) { bDodge = true; } } bUp = (Velocity.Z >= 0.0f); if (XYVelocitySquared >= 20000.0f) { Dir = Get4WayDirection(); if (bDodge) { NewAnim = DodgeAnims[Dir]; bWaitForAnim = true; } else if (bUp) { NewAnim = TakeoffAnims[Dir]; } else { NewAnim = AirAnims[Dir]; } } else { if (bUp) { NewAnim = TakeoffStillAnim; } else { NewAnim = AirStillAnim; } } if ( NewAnim != GetAnimSequence() ) { // have not quite added this yet. Will edit later -meowcat //if ( PhysicsVolume->Gravity.Z > 0.8f * (Cast<APhysicsVolume>(PhysicsVolume->GetClass()->GetDefaultActor()))->Gravity.Z ) // PlayAnim(0, NewAnim, 0.5f, 0.2f, false); // native anim call //else PlayAnim(NewAnim, 1.0, TweenTime, 0); //loopanim looks bad here.... //LoopAnim(NewAnim, 1.0f, 0.1f, 0); //PlayAnim(0, NewAnim, 1.0f, 0.1f, false); // native anim call } } simulated function UpdateOnGround() { // just landed if ( OldPhysics == PHYS_Falling || OldPhysics == PHYS_Flying ) { PlayLand(); } // standing still else if ( Vsize(Velocity*Velocity) < 2500.0f ) /*&& Acceleration.SizeSquared() < 0.01f*/ { if (!bIsIdle || bFootTurning || bIsCrouched != bWasCrouched) { IdleTime = Level.TimeSeconds; PlayIdle(); } PlayIdle();// added this playIdle to force the code to update whatever animation was playing, otherwise the turning anim could potentially continue to loop bWasCrouched = bIsCrouched; bIsIdle = true; } // running else { if ( bIsIdle ) bWaitForAnim = false; PlayRunning(); bIsIdle = false; } } simulated function PlayIdle() { if (bFootTurning) { if (iTurnDir == 1) { if (bIsCrouched) LoopAnim(CrouchTurnRightAnim, 1.0f, 0.1f, 0); else LoopAnim(TurnRightAnim, 1.0f, 0.1f, 0); } else { if (bIsCrouched) LoopAnim(CrouchTurnLeftAnim, 1.0f, 0.1f, 0); else LoopAnim(TurnLeftAnim, 1.0f, 0.1f, 0); } } else { if (bIsCrouched) { LoopAnim(IdleCrouchAnim, 1.0f, 0.1f, 0); } else { if (PlayerController(controller)!=none && PlayerController(controller).bIsTyping ) PlayAnim(IdleRestAnim, 1.0f, 0.2f, 0); else if ( (Level.TimeSeconds - IdleTime < 5.0f) && IdleWeaponAnim != '') { LoopAnim(IdleWeaponAnim, 1.0f, 0.25f, 0); } else { LoopAnim(IdleRestAnim, 1.0f, 0.25f, 0); } } } } simulated function PlayRunning() { local Name NewAnim; local int NewAnimDir; local float AnimSpeed; NewAnimDir = Get4WayDirection(); AnimSpeed = 1.1f * Default.GroundSpeed; if (bIsCrouched) { NewAnim = CrouchAnims[NewAnimDir]; AnimSpeed *= CrouchedPct; } else if (bIsWalking) { NewAnim = WalkAnims[NewAnimDir]; AnimSpeed *= WalkingPct; } else { NewAnim = MovementAnims[NewAnimDir]; } LoopAnim(NewAnim, (Vsize(Velocity)) / AnimSpeed, 0.1f, 0); //PlayAnim(0, NewAnim, Velocity.Size() / AnimSpeed, 0.1f, true); // native anim call } simulated function PlayLand() { if (!bIsCrouched) { PlayAnim(LandAnims[Get4WayDirection()], 1.0f, 0.1f, 0); bWaitForAnim = true; } } simulated function UpdateTwistLook( float DeltaTime ) { local int look, Update, UpdateB, PitchDiff, t, YawDiff; if ( !bDoTorsoTwist || (Level.TimeSeconds - LastRenderTime > 0.5f) ) { SmoothViewPitch = ViewPitch; SmoothViewYaw = Rotation.Yaw; iFootRot = Rotation.Yaw; bFootTurning = false; bFootStill = false; } else { YawDiff = (Rotation.Yaw - SmoothViewYaw) & 65535; if ( YawDiff != 0 ) { if ( YawDiff > 32768 ) YawDiff -= 65536; Update = int(YawDiff * 15.f * DeltaTime); if ( Update == 0 ){ //Update = (YawDiff > 0) ? 1 : -1; if (YawDiff>0) Update=1; else Update= -1; } SmoothViewYaw = (SmoothViewYaw + Update) & 65535; } t = (SmoothViewYaw - iFootRot) & 65535; if (t > 32768) t -= 65536; if (((Velocity.X * Velocity.X) + (Velocity.Y * Velocity.Y)) < 1000 && Physics == PHYS_Walking) { if (!bFootStill) { bFootStill = true; SmoothViewYaw = Rotation.Yaw; iFootRot = Rotation.Yaw; t = 0; } } else { if (bFootStill) { bFootStill = false; bFootTurning = true; } } if (bFootTurning) { if (t > 12000) { iFootRot = SmoothViewYaw - 12000; t = 12000; } else if (t > 2048) { iFootRot += 16384*DeltaTime; } else if (t < -12000) { iFootRot = SmoothViewYaw + 12000; t = -12000; } else if (t < -2048) { iFootRot -= 16384*DeltaTime; } else { if (!bFootStill) t = 0; bFootTurning = false; } iFootRot = iFootRot & 65535; } else if (bFootStill) { if (t > 10923) { iTurnDir = 1; bFootTurning = true; } else if (t < -10923) { iTurnDir = -1; bFootTurning = true; } } else { t = 0; } PitchDiff = (256*ViewPitch - SmoothViewPitch) & 65535; if ( PitchDiff != 0 ) { if ( PitchDiff > 32768 ) PitchDiff -= 65536; UpdateB = int(PitchDiff * 5.f * DeltaTime); if ( UpdateB == 0 ){ //Update = (PitchDiff > 0) ? 1 : -1; if (PitchDiff>0) UpdateB=1; else UpdateB= -1; } SmoothViewPitch = (SmoothViewPitch + UpdateB) & 65535; } look = SmoothViewPitch; if (look > 32768) look -= 65536; //call this native function to actually update the pawn's torso twist SetTwistLook(t, look); //td_SetTwistLook(t, look);// or call an edited version of the settwistlook so that you can alter how the rotation is applied } } simulated function td_SetTwistLook( int twist, int look) { local rotator r; if (!bDoTorsoTwist) return; r.Yaw=-twist + SmoothViewYaw - Rotation.Yaw; SetBoneRotation(RootBone, r, 0, 1.0f); r.Yaw = -twist / 3; r.Pitch = 0; r.Roll = look / 4; SetBoneDirection(HeadBone, r, Vect(0.0f,0.0f,0.0f), 1.0f, 0); SetBoneDirection(SpineBone1, r, Vect(0.0f,0.0f,0.0f), 1.0f, 0); SetBoneDirection(SpineBone2, r, Vect(0.0f,0.0f,0.0f), 1.0f, 0); } defaultproperties { bDoTorsoTwist=true bPhysicsAnimUpdate=false }