[project1dev] Re: Project1 - SVN Update 393

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 22 Jul 2009 21:28:39 -0400

hey i used to have a techno version of this haha

On Wed, Jul 22, 2009 at 9:23 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> 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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