[project1dev] Re: animation questions

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 20 Jul 2009 08:13:25 -0700

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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