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jPCT-AE - a 3d engine for Android => Support => Topic started by: JKumar on October 06, 2010, 03:54:29 pm

Title: Is there any direct way to use walk(or all) animation in model translate/rotate
Post by: JKumar on October 06, 2010, 03:54:29 pm
Hi,

              I am having a md2 file with different animation sequence. I am able to run all of them as they are in the model.

  For simulating the walk animation in 3D World in jPCT, i need to translate the model.The problem i am facing is that the walk simulation is not coming correctly, as lag between animation and translation.

And my question is that -

is there any way where the animation object can return simple vector and it can be passed to translate method ?

Or any other way of achieving the lag between animation and translation?
Title: Re: Is there any direct way to use walk(or all) animation in model translate/rotate
Post by: raft on October 06, 2010, 04:28:13 pm
how is your walk animation? is the character walking in place or walking forward?

typically character walks in place and you move (translate) it as required. you need to try different move speeds to make it look syncronized with walk steps.
Title: Re: Is there any direct way to use walk(or all) animation in model translate/rotate
Post by: JKumar on October 06, 2010, 04:58:12 pm
Hi,

YES, the character walking in place.

OK. Thanx......syncing correctly is  a tedious work  :(
Title: Re: Is there any direct way to use walk(or all) animation in model translate/rotate
Post by: raft on October 06, 2010, 05:02:02 pm
instead of changing move speed and restarting your application, i suggest -temporarily- assigning a key or menu item to increase/decrease move speed. so you can adjust value in game