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