[project1dev] Re: Project1 - SVN Update 393

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 22 Jul 2009 21:08:52 -0400

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

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