[project1dev] Re: Project1 - SVN Update 393

  • From: katie cook <ktmcook@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 23 Jul 2009 10:51:45 -0700 (PDT)

Yeah, I'm game for whatever you got for me. Just let me know when we get there 
what you'd like. Is that going to be part of Milestone 2?

--- On Wed, 7/22/09, eric drewes <figarus@xxxxxxxxx> wrote:


From: eric drewes <figarus@xxxxxxxxx>
Subject: [project1dev] Re: Project1 - SVN Update 393
To: project1dev@xxxxxxxxxxxxx
Date: Wednesday, July 22, 2009, 6:02 PM


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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