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 >>> >>> >>> >> >