[project1dev] Re: Project1 - SVN Update 393

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 22 Jul 2009 21:29:23 -0400

http://www.youtube.com/watch?v=ZoTTmO0OFA4 it exists

On Wed, Jul 22, 2009 at 9:28 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> hey i used to have a techno version of this haha
>
>
> On Wed, Jul 22, 2009 at 9:23 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> http://www.youtube.com/watch?v=fClo1W9a65s
>>
>>
>> On Wed, Jul 22, 2009 at 6:08 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>
>>> i meant alice, i am chatting with alex and mixed the two up haha :-\
>>>
>>>
>>> On Wed, Jul 22, 2009 at 9:06 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>>
>>>> OT:
>>>> http://www.musingcontinuum.com/2009/07/23/tim-burtons-alice-in-wonderland-teaser-trailer/
>>>>   burton's
>>>> trailer for alex, i didnt care about the movie before but now i am super
>>>> excited
>>>>
>>>>
>>>> On Wed, Jul 22, 2009 at 9:05 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>
>>>>> oh ok cool
>>>>>
>>>>>   On Wed, Jul 22, 2009 at 6:02 PM, eric drewes <figarus@xxxxxxxxx>wrote:
>>>>>
>>>>>> alex and i will work on it together, and katie if she wants... no
>>>>>> definite plan but alex has been working on building non-temp stuff for 
>>>>>> nick
>>>>>>
>>>>>>
>>>>>> On Wed, Jul 22, 2009 at 8:58 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>
>>>>>>> hey eric, btw who is making the art for the temple (ie the final
>>>>>>> models)?
>>>>>>>
>>>>>>> On Wed, Jul 22, 2009 at 5:45 PM, eric drewes <figarus@xxxxxxxxx>wrote:
>>>>>>>
>>>>>>>> i will probably work on a little bit better model and do some
>>>>>>>> animations when i am at my desktop, neat :)
>>>>>>>>
>>>>>>>>
>>>>>>>> On Wed, Jul 22, 2009 at 8:40 PM, Alan Wolfe 
>>>>>>>> <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>>>
>>>>>>>>> Re: animation! (in case you wanna animate teh kittehs!)
>>>>>>>>>
>>>>>>>>> 1) Make your model
>>>>>>>>> 2) Give some animation to that model (like idle animation, walking,
>>>>>>>>> whatever) and save, call it something like "KittenBase" or 
>>>>>>>>> "KittenIdle" or
>>>>>>>>> something (we'll have to come up with a standard)
>>>>>>>>> 3) To make another animation, do a "save as" of that file and save
>>>>>>>>> a copy, and edit that animation
>>>>>>>>> 4) repeat step 3 for each animation you want to make
>>>>>>>>> 5) If you ever want to edit how the model looks, just edit the
>>>>>>>>> origional model (ie the "kittenidle" file) and you dont need to worry 
>>>>>>>>> about
>>>>>>>>> the other files (in fact the other files dont need any model data i 
>>>>>>>>> dont
>>>>>>>>> think, they just need the animated bone data).
>>>>>>>>> 6) If you ever want to add or remove bones, you have to do it to
>>>>>>>>> ALL the animations for that model unfortunately
>>>>>>>>>
>>>>>>>>> this is the really rough system as it works currently, as we start
>>>>>>>>> using it we'll hit snags and those will get smoothed out (:
>>>>>>>>>
>>>>>>>>> but yeah, if you Eric do the above, Kent can actually play around
>>>>>>>>> with playing animations at diff times.
>>>>>>>>>
>>>>>>>>> Like Kent, you could have a variable per mob that was it's "State"
>>>>>>>>>
>>>>>>>>> ie...
>>>>>>>>>
>>>>>>>>> 0 = sitting there wagging it's tail
>>>>>>>>> 1 = walking
>>>>>>>>> 2 = running
>>>>>>>>> 3 = angry growling
>>>>>>>>>
>>>>>>>>> and you could make the script play the right animation based on
>>>>>>>>> which state each mob was in, and could make the script move / shake /
>>>>>>>>> whatever the model as is appropriate for their state.
>>>>>>>>>
>>>>>>>>> ::shrug::
>>>>>>>>>   On Wed, Jul 22, 2009 at 5:34 PM, Apache User <
>>>>>>>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>>>>>>>>>
>>>>>>>>>> User:eric
>>>>>>>>>>
>>>>>>>>>> Message: temp kitten ;o)
>>>>>>>>>>
>>>>>>>>>> <Files Changed>
>>>>>>>>>> A   Art/Models/Enemies/kitten.ms3d
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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