[project1dev] Re: Project1 - SVN Update 393

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 22 Jul 2009 20:45:27 -0400

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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