Search found 4 matches
- 28 Nov 2012, 01:42
- Forum: Art & Modelling
- Topic: Animation Scripting
- Replies: 9
- Views: 2368
Re: Animation Scripting
Thanks all for the inputs. For a human in theory all the joints can only rotate but in praxis there will probally still be some linear movements. knorke, you are right. I do need translation movements like when the infantry dies or otherwise go prone flat to the ground. The base piece of the model i...
- 26 Nov 2012, 08:49
- Forum: Art & Modelling
- Topic: Animation Scripting
- Replies: 9
- Views: 2368
Re: Animation Scripting
That was fast. Thanks PicassoCT. Just to cement my understanding, my basic coding for each bone and sequence should therefore look something like this: Turn(<ID>,x_axis, math.rad(<RotX>), speedForThisMovement) Turn(<ID>,y_axis, math.rad(<RotY>), speedForThisMovement) Turn(<ID>,z_axis, math.rad(<RotZ...
- 26 Nov 2012, 07:34
- Forum: Art & Modelling
- Topic: Animation Scripting
- Replies: 9
- Views: 2368
Animation Scripting
Hello. Newb alert… again. After figuring out that Spring does not support bones animation per se, I am now trying to wrap my head around scripting the animations. In fact, I have built up a library of bones-based animations over the years that I really want to use for my pet project in Spring. I can...
- 10 Sep 2012, 06:28
- Forum: Game Development
- Topic: looking for a tutorial for bipedal models (infantry)
- Replies: 10
- Views: 1315
looking for a tutorial for bipedal models (infantry)
Hello. Newb alert. I have been working on a RTS game involving modern military units. I have almost all the models created (over a period of 5 years). Now it is time to decide on the engine. SPRING is definitely what I am looking for in terms of capability. But for the life of me, it seems I could n...