FiveM Docs
/
Native Reference
API Set:
all
server
client
Language:
raw
lua
c#
js
Part 7 - Map Animation Creation
What We'll Cover in This Part
Introduction to simple animations
Creating UV animations
Creating animated props
Step 1: Setting Up UV Animation
Have your model and textures ready before you begin. In this example, we'll create a scrolling UV animation for a billboard prop.
To begin, go to
Sollumz Tools > Animations > Create Clip Dictionary Template
.
Rename the Clip Dictionary. In this case, we'll name it
anim@ook3d_uvanim_test
.
Select the Animations empty, and in the Sollumz Tools menu click
Create Animation
, then select the Clip and click
Create Clip
.
Rename the created Animation and Clip to match your animated object.
Open the Animation properties, set the Hash to the object name, set the Target to Materials, and select the proper material.
Open the Clip properties, set the Hash to the object name, and set Name to the same value with
.clip
at the end.
Duration is calculated as frames divided by 30. For example, 30 frames equals a 1-second duration.
Expand the
Linked Animation
tab, click
New
, and select the Animation from above, ensuring the proper Frame Range is set.
Convert your animated prop to a Drawable, and return to the Clip properties and ensure the Hash is recalculated.
Step 2: Animating the UVs
Select your mesh, go to the Material tab, and expand the
Animation Tracks
tab under the Sollumz material properties.
Click + to create a new UV Transformation.
Insert your keyframes and values as necessary for the XY values.
Return to your Animation properties and set the
Action
to the new Material UV action.
Export your Drawable and Clip Dictionary.
Create a new YTYP, auto-create your archetype, and set the
Clip Dictionary
to our clip dictionary object name
anim@ook3d_uvanim_test
.
Go to the Archetype flags tab and enable
UV Anims (YCD)
and
Auto Start Anim
.
Step 3: Creating Animated Props
Create a new Armature object, set the Sollumz Type to
Drawable
.
Rename your armature to your drawable name, convert your mesh to a Drawable, and parent it to the Armature.
Add a Copy Transforms constraint to the mesh and set the Target to your Drawable / Armature, and set the Bone.
Create a new Clip Dictionary Template, and rename it. For example:
anim@ook3d_prop_anim_test
.
Select the Animations empty, and click
Create Animation
, do the same for the Clips,
Create Clip
.
Rename your created Animation and Clip to the same name as your Drawable.
Open the Animation properties and set the Hash to your drawable name, and set the Target to your Drawable.
Set the Clip Hash property to your Drawable name, and set Name to your Drawable name +
.clip
.
Duration is calculated as frames divided by 30. For example, 30 frames equals a 1-second duration.
Expand the
Linked Animation
tab, click
New
, and select the Animation from above, ensuring the proper Frame Range is set.
Now enter pose mode on your Armature and insert your keyframes.
Return to your Animation properties and assign the
Action
to your new animation action.
Export both your Clip Dictionary and Drawable.
Create a new YTYP, auto-create your archetype, and set the
Clip Dictionary
to our clip dictionary object name
anim@ook3d_prop_anim_test
.
Go to the Archetype flags tab and enable
Has Anims (YCD)
and
Auto Start Anim
.
arrow_back
Previous
Part 6 - LODs (Level of Detail)