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 >> >> >> >