[project1dev] Re: animation questions

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 19 Jul 2009 17:08:59 -0700

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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