[project1dev] Re: Project1 - SVN Update 393

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 23 Jul 2009 11:00:13 -0700

Yeah it should be, the whole voidmap and temple is milestone 2 (:

On Thu, Jul 23, 2009 at 10:51 AM, katie cook <ktmcook@xxxxxxxxx> wrote:

>   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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=dhapache@xxxxxxxxxxxxxxxxxxx>
>>>> > wrote:
>>>>
>>>>> User:eric
>>>>>
>>>>> Message: temp kitten ;o)
>>>>>
>>>>> <Files Changed>
>>>>> A   Art/Models/Enemies/kitten.ms3d
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>
>

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