[project1dev] Re: animation questions

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 20 Jul 2009 10:54:29 -0700

the offsets for spike log and the double door tile trap just need to have
the origin be in a specific place so they can work right, i'll take care of
it but yeah, just a minor change (:

On Mon, Jul 20, 2009 at 10:25 AM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:

> Yea, I forgot about the pillars too.
> Anyway, what do you mean use the tiles? For what? And what do you need the
> offset changed for on the spikelog?
>
>
> On Mon, Jul 20, 2009 at 12:19 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> There are also the pillars that need to be pushed around and or knocked
>> over
>>
>> Rorac, you want me to use the tiles that you have already placed? If
>> that's the case then Alan can you offset them like we are talking about?
>>
>> Has the spikelog been uploaded? If not can it be uploaded? When it is
>> uploaded, Alan, can you change the offset like we were discussing?
>>
>>
>>
>>
>> On Mon, Jul 20, 2009 at 9:36 AM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote:
>>
>>> The double trap doors are already in place. They're the two bright yellow
>>> 25x5x60 tiles near the elevator shaft. They are rotated to face each other
>>> (90, -90).
>>>
>>> The spike log is finished. I'm not sure what other art is needed for the
>>> temple
>>>
>>> Traps
>>> Spike log (done as far as I know)
>>> Arrows (done)
>>> Spike pit (done)
>>> tile-trap (done)
>>> Ceiltrap (not done, no concept, I need to get on this)
>>>
>>> Is this correct?  As far as traps go, those are the only five.
>>>
>>>
>>>
>>> On Mon, Jul 20, 2009 at 10:52 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>
>>>> I specifically need a log with spikes on it and a trapdoor tile.
>>>>
>>>> I thought Rorac and Alex were working together to make the spikelog. I
>>>> don't know what the status of that is.
>>>>
>>>> I would also need art for the double trapdoors that will swing open when
>>>> you try to walk across them. We may be able to use the tile art we already
>>>> have and move the origin or you could make new floor double trapdoor art.
>>>>
>>>> Rorac and Alex - What art is still needed for the traps and such in the
>>>> temple? It would be better to figure this out before we make new art just 
>>>> in
>>>> case it is already done
>>>>
>>>>
>>>> On Mon, Jul 20, 2009 at 8:30 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>
>>>>> 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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