[project1dev] Re: Project1 - SVN Update 393

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 22 Jul 2009 18:23:54 -0700

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

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