16
Projects / Re: Skeletal Animation Idea?
« on: May 30, 2007, 10:15:57 pm »
Well one of the advantages would be parametric animation.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Yes, except that the company isn't big. I fully understand that they own the game/brand/whatever. I just don't understand why they cared about my remake but none of the others. I'll take it as a compliment...
Why am I bothering with a level editor? Because merged 3DS files have drawbacks, as I found out trying to make that tree canopy. You lose opportunity to set culling and transparency. Also, I don't want to hardcode interactive objects or guess placement. I want to be able to dynamically load and place objects and assign attributes such as culling / transparency and save as XML. Also, it is really hard to place compound 3DS objects because once you translate the mesh all the child objects lose orientation and its a huge hassle reorienting them. The Level Editor will help persist coordinate offsets etc. It won't take very long to get something useful working.
While I'm on the topic - anyone have any experience with jump animations? Should elevation/gravity be controlled in JPCT? Do your models literally jump in your animations or do they just do the jump without elevation? I don't see how you can use a elevated animated jump in JPCT if you plan on jumping up to an object. The animation will have an unwanted arc on the way down. Animation is starting to be a full time job!