http://www.youtube.com/watch?v=fClo1W9a65s On Wed, Jul 22, 2009 at 6:08 PM, eric drewes <figarus@xxxxxxxxx> wrote: > 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 >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >