Random WIP 2006-2011
Moderators: MR.D, Moderators
Here is the walking animation:
http://www.youtube.com/watch?v=q1O_ZC4EFns
I might make a separate animation for the front legs, with the knees bending forward. Or at least that was the original plan but I like how it looks with all knees backward, perfectly synced front and back does annoy me a little on the other hand. Maybe I'll try offsetting them 1 step and see if its better.
http://www.youtube.com/watch?v=q1O_ZC4EFns
I might make a separate animation for the front legs, with the knees bending forward. Or at least that was the original plan but I like how it looks with all knees backward, perfectly synced front and back does annoy me a little on the other hand. Maybe I'll try offsetting them 1 step and see if its better.
Last edited by Zpock on 01 Mar 2007, 12:11, edited 1 time in total.
I don't like it. It looks like the body is just floating along, and the legs look like an afterthought, anchoring the body to the ground to prevent it from floating away. Make it somewhat slower, have time between each leg's movement (i.e. move, wait, move other, wait, move other, wait.....), have the body rock a bit, and make the movement somewhat more staggered. Look at the AT-ATs in SW:EpV for a good example.
That said, I do feel it has potential, and is a very good start and a very good platform to refine from.
That said, I do feel it has potential, and is a very good start and a very good platform to refine from.
Yes these are good points I have been considering them all. Some sort of body movement would definitely make it much more convincing. Of course TA animation scripting is not the most convenient thing to do on the unit... I have found some methods that work (including much stupid manual stuff that should be done by some plugin...), will definitly try to develop them further.Strategia wrote:I don't like it. It looks like the body is just floating along, and the legs look like an afterthought, anchoring the body to the ground to prevent it from floating away. Make it somewhat slower, have time between each leg's movement (i.e. move, wait, move other, wait, move other, wait.....), have the body rock a bit, and make the movement somewhat more staggered. Look at the AT-ATs in SW:EpV for a good example.
That said, I do feel it has potential, and is a very good start and a very good platform to refine from.
Add an empty object in the center of the front feet and rear feet. You now can get the slope angle from each point to an object with it's origin at 0,0,0 and turn the body. I assume that the body consists of two objects (split in the center).
It's also possible to detect wether a unit turns left or right. Might be cool to see the unit turn it's front body.
http://spring.clan-sy.com/phpbb/viewtop ... 349#133349
Also you can orientate the feet to the groundlevel by adding another two objects to each foot, one at each end. Then you can get the slope angle (through ground height) between the two points and turn the foot accordingly.
I'd limit the angle to some value though, or it may look weird when it stumbles over deformed terrain with insane slope.
It's also possible to detect wether a unit turns left or right. Might be cool to see the unit turn it's front body.
http://spring.clan-sy.com/phpbb/viewtop ... 349#133349
Also you can orientate the feet to the groundlevel by adding another two objects to each foot, one at each end. Then you can get the slope angle (through ground height) between the two points and turn the foot accordingly.
I'd limit the angle to some value though, or it may look weird when it stumbles over deformed terrain with insane slope.