cool, if you make them for him i can offset their origin to the right places to do what he wants On Mon, Jul 20, 2009 at 8:21 AM, <figarus@xxxxxxxxx> wrote: > Kent I can build some temp models (or real ones) this evening - let me know > what you need > > Sent via BlackBerry from T-Mobile > > ------------------------------ > *From*: Kent Petersen > *Date*: Mon, 20 Jul 2009 08:13:25 -0700 > *To*: <project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: animation questions > I do understand what you are saying. I do not know how to make that happen. > I have no experience with the modeling aspect of this. > > If you wanted to make me temp models I would happily put them in place. > > On Sun, Jul 19, 2009 at 5:25 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> and hey if what im sayin makes no sense, i can modify whatever art to have >> the origin in the right place (: >> >> >> On Sun, Jul 19, 2009 at 5:08 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >>> Well hey I think both of these things might be simplified by clever >>> placing of the origin in the models. >>> >>> for the floor trap, the model just needs to have it's "hinge edge" on the >>> origin (instead of the full thing in the perfect center). >>> >>> that way when you rotate it, the edge against the sides doesnt rotate but >>> the other one does. You know what i mean? and you'd just have the trap >>> load up 2 models, one for each side if it's a double door. >>> >>> for the swinging log you could set the origin up like this: >>> >>> + <---- origin (directly above point of log impact) >>> >>> |=====| <--- log point of impact >>> >>> >>> If you rotate that setup on the Y axis, it will go vertical, and then >>> when the trap is sprung, just rotate it the opposite direction on the Y axis >>> and it will look like it's swinging in and hit the player. >>> >>> we might have to talk about how it detects whether it hit the player or >>> not but shrug that should make it work right visually >>> >>> >>> On Sun, Jul 19, 2009 at 4:04 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>> >>>> I see what you mean. I was speficially thinking the spike trap which is >>>> perfectly fine the way it is, the floor_trap trap door that Rorac and I >>>> have >>>> been talking about, and the swinglog. >>>> >>>> The floor_trap is supposed to be a double door trap door that swings >>>> open. The way rotation works right now it would be tough to make to doors >>>> swing open by script (things rotate around the center). >>>> >>>> The swinging log is supposed to swing down toward the player once they >>>> cross a line. The log is supposed to be avoidable by either side stepping >>>> or >>>> jumping on top. At first I imagined it would start verticle and swing and >>>> rotate to horizontal. I think thats too much work now. My new idea is to >>>> leave the log laying horizontal and have it swing toward the player with no >>>> rotation. >>>> >>>> >>>> On Sun, Jul 19, 2009 at 1:02 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>> >>>>> Er actually im thinking i recall eric sayin something like dont worry >>>>> about animations for this milestone, we were just gonna do some simple >>>>> animations for the fortuneteller. >>>>> >>>>> If that's the case that's actually a godo thing so we dont bloat this >>>>> milestone to include more and more features and never be done with it. >>>>> >>>>> maybe we just keep traps as manual scripted simulations like you have >>>>> been doing, and keep animation minimal this milestone, then firgure out >>>>> for >>>>> the next milestone what we wanna do. >>>>> >>>>> As we get more features in the game too we'll probably revisit old >>>>> areas and "upgrade them" with the new tech i bet. >>>>> >>>>> >>>>> On Sun, Jul 19, 2009 at 12:47 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>> >>>>>> Hey Kent, >>>>>> >>>>>> I just realized too... I'm not sure if we want it but we could do >>>>>> blood particles spray out when arrows, spikes, or the log hits you. >>>>>> >>>>>> We haven't really talked at all about how the player reacts when a >>>>>> trap hits em, but i guess since we barely even have animation support >>>>>> that >>>>>> makes sense lol. >>>>>> >>>>>> Hey you got any thoughts on this Eric? As far as what happens >>>>>> visually when the player gets hit by a trap? >>>>>> >>>>>> >>>>>> On Sun, Jul 19, 2009 at 12:44 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>> >>>>>>> we can talk details if you want... >>>>>>> >>>>>>> are these all the traps? >>>>>>> >>>>>>> #1 - spike tile >>>>>>> #2 - arrow tile >>>>>>> #3 - falling tile (you step on it and it falls) >>>>>>> #4 - swinging log >>>>>>> >>>>>>> Spike trap - seems like it could go either way. If we go animation, >>>>>>> we would just make it do damage to the player if the player touches the >>>>>>> tile >>>>>>> while the spike animation is playing. We'd just have to be able to >>>>>>> tell if >>>>>>> the animation was playing or not. >>>>>>> >>>>>>> arrow tile - i think this one works ok like you have it, what do you >>>>>>> think? >>>>>>> >>>>>>> falling tile - i think this works like you have it too but i dunno, >>>>>>> what do you think? >>>>>>> >>>>>>> swinging log - hey do you know how this trap is actually going to >>>>>>> work? Either way we do it im kinda wonderin how collision detection is >>>>>>> gonna work, but maybe we can get away with some tricks depending on how >>>>>>> the >>>>>>> traps triggered. >>>>>>> >>>>>>> >>>>>>> On Sun, Jul 19, 2009 at 12:22 PM, Alan Wolfe >>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> Hrm, well I think we should figure it out on a trap by trap basis >>>>>>>> whether it would be better to be animated or simulated in script, >>>>>>>> cause some >>>>>>>> it makes more sense to be animation, and others it makes more sense to >>>>>>>> be >>>>>>>> simulated I think. >>>>>>>> >>>>>>>> >>>>>>>> On Sun, Jul 19, 2009 at 12:13 PM, Kent Petersen >>>>>>>> <kentkmp@xxxxxxxxx>wrote: >>>>>>>> >>>>>>>>> So I guess my question is mainly for Alan but what should I be >>>>>>>>> doing about animation since we are going through an animation >>>>>>>>> upgrade. Like >>>>>>>>> I can make the traps I'm working on to rotate, swing, move, whatever >>>>>>>>> but I'm >>>>>>>>> betting an artist or an animator may be able to do a better job than >>>>>>>>> I can. >>>>>>>>> I was thinking I should just make temp animation with temp art and >>>>>>>>> not put >>>>>>>>> too much time into either. What do you think? >>>>>>>>> >>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >