[project1dev] Re: animation questions

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 19 Jul 2009 17:25:38 -0700

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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