[Addon + StandAlone] AnimationTree Live Editor/Viewer


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Joined: Thu Feb 03, 2011
Posts: 663
Country: France (fr)
PostPosted: Thu Dec 13, 2012 7:55 pm Post subject: [Addon + StandAlone] AnimationTree Live Editor/Viewer
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Hello everybody !

Today i'm presenting you a new tool i've been working on for a long time !

Basically, it allows you to view stats of your tree: parameters value, triggers, everything.

You can also edit your tree, create new blocks and assign them, all this LIVE while you can see the impact of your changes ingame !!!!

Here is a short video to see how it looks: http://youtu.be/g1hD9Xs7cUc (sorry for the framerate, but i had to compress a bit the video.)

Here a tutorial on how to use it ! http://www.neoaxis.com/forum/viewtopic.php?f=16&t=8192

As this is a huge piece of work, here are the licence terms:

- free to use for non commercial projects (donation are welcome if you enjoy using the tool)

- 30$(US) if you plan to use it for a commercial project (ie: any project that will make profit)

by 'commercial use' i mean use it for a game you plan to make profit on.
Payment are via PayPal ( contact me via MP )


How to integrate the animation tree editor in your project (feel free to ask if you need help to integrate it):

First of all, download the attached object :
Neoaxis 2.0 and 2.1 :

File comment: lastest 2.1 release, compatible with 2.0
AnimationTreeEditor_2.1_2.zip [36.25 KiB]
Downloaded 13 times


Neoaxis 1.3 version:
http://www.neoaxis.com/forum/download/file.php?id=3483

UnZip it and put files in respective folders

Features:
Support All Licences
NeoAxis 2.0 and 2.1 compatibility !!


To use it as a stand alone, just start the AnimationTreeEditor.exe

For Ingame Integration, follow the steps shown in the following video (The menu you see in the video may be different due to visual studio language, but button postions should almost be the same: http://youtu.be/5h52y0YoPWo)

English button :
Right click on GameProject => property
Target framework => .net 4.0
Right click on GameProject => Add Reference => Browse => Browse


Code: Select all   Expand view
//first code step
using AnimationTreeEditor;

//second code step
private AnimationTreeEditor.MainWindow aniTree;

//third code step ( inside OnKeyDown method )
  if (e.Key == EKeys.PageDown)
            {
                if (aniTree == null)//create
                {
                    aniTree = new MainWindow();
                    aniTree.Show();
                    MainWindow.Vertical = false;

                   // if you want to set The object manually instead of using open Button
                   //aniTree.ObjectToWatch = PlayerIntellect.Instance.ControlledObject;
                    EngineApp.Instance.FullScreen = false;
                    EngineApp.Instance.MouseRelativeMode = true;
                }
                else
                {
                    aniTree.Close();
                    aniTree = null;
                }

            }



Integration inside Ressource Editor ( Commercial licence Only ):
Tree.png


The new mode replace the old Open button with a Play button, where you can manually activate trigers, and modifie tree parameters !
new Tree.PNG


As you can see now you can directly create new tree inside the create ressource Menu !

Using an SVN software you should be able to automatically apply the patch inside the zip !
/!\ Save your work before, espacially if you have some custom Ressource Editor features /!\

The new Editor still work ingame, without changing any code of previous integration, and include some small bug fixes and a crash fixed that has been reported to me.



How to use:
InGame press PageDown key to open the Editor
Click Open Button to choose Dynamic object with animation tree

When you got the LeftPanel, double click to select it (open/valueItem/AnimationItem modes)
RightClick on a treeBlock to edit it
Left click + drag to move an block
Alt + LeftClick + drag on the background to move around the tree
Alt+ scroll to Zoom In/Out

As this use WPF, using .net 4.0 is required (only during development process, it's recommended to remove the tool before selling the game, and it's requiered to deploy to MacOS)

Hop you will enjoy the tool !
If you have any trouble integrating the tool in your project or using it, feel free to ask!
Cheers !



File comment: first 2.1 release, compatible with 2.0
AnimationTreeEditor.zip [35.38 KiB]
Downloaded 45 times

File comment: first 2.0 release
AnimationTreeEditor.zip [38.73 KiB]
Downloaded 57 times

Last edited by Firefly on Wed Aug 07, 2013 1:44 pm, edited 11 times in total.


 
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Joined: Tue Aug 17, 2010
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PostPosted: Fri Dec 14, 2012 1:33 am 
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Nice, Cannot wait to use this!

 
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PostPosted: Fri Dec 14, 2012 2:28 pm 
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As a note, WPF isn't supported very well by mono (due to the fact a large portion of WPF is native code) so if you plan to deploy to Mac, you must remove this before deployment.

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PostPosted: Mon Dec 17, 2012 1:34 pm 
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@Orvid, yep, i've added a note :)

Small Update based on first uses return (new exe in first post):
Changed key modifier to alt for scroll (then drag and scroll have the same, more intuitive)
Fixed a crash, when trying to create a bloc with no tree selected.

Changed intergration code, quite fullscreen when showing TreeEditor

 
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PostPosted: Sat Dec 22, 2012 12:17 am 
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Why dont you make your animation tree editor useable in the Resource editor? Instead of just in game. Both would be great actually to be able to do. Could also talk to ivan about doing it for him. And get it working for Neo Axis 1.4. Or atleast make it a standalone project that can be run outside the game. Or atleast run it with the scenebox And load your mesh in a empty room.

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PostPosted: Mon Jun 17, 2013 7:23 am 
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Hi, i've updated the post, and now the animation tree have an integration inside resource Editor as asked !
As usual, feel free to report problems or ask about help for integration !
Cheers

 
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PostPosted: Mon Jun 17, 2013 7:43 am 
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Whoa, too awesome! Thanks for all the instructions and even including a YouTube video. Now let me see if I'm smart enough to do this all by myself... :P

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PostPosted: Mon Jun 17, 2013 8:53 am 
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Very nice addition.
Thank you for this work,
Regards,

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PostPosted: Mon Jun 17, 2013 8:32 pm 
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Totally awesome bro. And I am glad you integrated it into the resource editor as well. You know they don't need the commercial license if you just add the dll files for it. They can copy and paste them into the bin directory. Not sure what else would need added into the config files if anything. But you could just give the dll files out along with the source.

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PostPosted: Tue Jul 30, 2013 11:33 am 
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Hi guys,
I've updated the TreeEditor to allow every body to use it, even Non Commercial Licenses ! It work as a stand alone if started directly, and still work as integrated if you did !

Feel free to give feedback !
Cheers

 
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PostPosted: Wed Jul 31, 2013 7:58 am 
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Awesome work! Thanks so much!

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PostPosted: Wed Jul 31, 2013 9:45 am 
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This is nice! Any possibility there will be also some kinda tutorial what this animation tree actually is and how to use it? Also examples in code like how to use a block or trigger or blend

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PostPosted: Wed Jul 31, 2013 10:01 am 
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Animation Tree is the new way in NA (since 1.2) to animate Models ( but you already know that :p ) , i'm just making an editor for it !

The best exemple is to look at girl animationTree, and check the logic code behind, it use almost all kind of blocks. I could do a small tutorial for it, but everybody ( almost i guess ) have learn to do animation tree in textfile now ^^

 
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PostPosted: Wed Jul 31, 2013 10:12 am 
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Actually a tut for it would be good bro. Even if they know how to do the text version of the animation tree files. It would help alot of new people on how to use your editor. I think Wellu has a good idea there. :) I for one don't know yet how to use the Animation Tree files. So having a tut for your editor would help me.

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PostPosted: Wed Aug 07, 2013 1:45 pm 
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Hi guys, small update to add compatibility between different NA version: ( now supported : 1.2 / 1.21 / 1.3 / 1.31 / 1.32 )

 
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