Here is the DL link [FIXED, also I fixed the example, sorry for messing up a lot guys]:
My Action Figure is a tool that can be used to easily animate 3D bone-based figures.
It's modeled after anim8or.
Don't expect updates or anything, I made this because I wasn't happy with any other GM animating tool out there. But I decided to share it with everyone else.
Here are the Ropes:
My Action Figure is a tool that lets you easily create bone structures (figures) and poses.
From this basis, it's possible to create smooth animations by interpolating between the current pose, and a desired pose.
How to work the tool:
CHP 1: Pre-Start
MAF loads d3ds, there is a file called "start up models.txt.":
-First line: Punch in the number of models you will load
-Others: Punch in the file names to load.
CHP 2: My Action Figure
From here you can open figures or import poses, in both cases they would have to be made with MAF.
And of course you can save figures and export poses.
The controls are explained in the topic mentioned earlier.
Remember, the data in a figure includes the parental structure and lengths of each bone. While a pose is just the rotations of each bone.
CHP 3: Putting it into the game.
Your models must be loaded in an array called "mesh[.]" and your textures on "texture[.]" These should be defined in the create event of an object that starts the game. I have a tendency to make games that use just one object, but for your sake you would probably want to have them stored as global variables, so feel free to adjust it. Figures and Sequences should also be initialized at the start of a game.
When you make a sequence, you just string together poses.
When you start up a character use this:
And to set the texture and models of each bone use this
This can be a bit tricky, but when you save a figure on MAF, it also saves a *[MODEL MAP}.txt that tells you what models line up with what bones, keep in mind that when using set_models() fill in -1 where ever the MODEL MAP says NONE.
Edited by Saijee, 13 April 2011 - 11:57 AM.