[project1dev] Re: animation questions

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 20 Jul 2009 08:30:46 -0700

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?
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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