i meant alice, i am chatting with alex and mixed the two up haha :-\ On Wed, Jul 22, 2009 at 9:06 PM, eric drewes <figarus@xxxxxxxxx> wrote: > OT: > http://www.musingcontinuum.com/2009/07/23/tim-burtons-alice-in-wonderland-teaser-trailer/ > burton's > trailer for alex, i didnt care about the movie before but now i am super > excited > > > On Wed, Jul 22, 2009 at 9:05 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> oh ok cool >> >> On Wed, Jul 22, 2009 at 6:02 PM, eric drewes <figarus@xxxxxxxxx> wrote: >> >>> 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 >>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >