avaible animations

avaible animations

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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

avaible animations

Post by manolo_ »

hi,

sheekel told me something about whats atmo possible when u wanna animate a modell

Image

so the areas have to be parallel and horizontal/vertical (0┬░ or 90┬░, nothing between), also turning is possible, so i wanna know if there are more ways?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: avaible animations

Post by FLOZi »

Consider what happens when you rotate then move along an axis.

HINT: Each pieces axes rotate around it's own origin point.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: avaible animations

Post by Sheekel »

the point i tried to make was that you need to avoid obvious clipping in your animations. this can be done by having parallel/perpendicular surfaces.

From what I remember manolo had a AA flak tank. the barrel was mounted on a 45 degree (rather than 90) turret, so when moving up/down it clipped into other geometry.

Havent messed around with lua anims, but from what I remember in bos/cob the available anims are:

move piece x to position x1;
turn piece x around some axis;
spin piece x around some axis;
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: avaible animations

Post by zwzsg »

manolo_ wrote:sheekel told me something about whats atmo possible
Just like last time, I'm gonna post soon after FLOZi to say that it is possible, you just have to add an intermediary faceless piece between your two boxes.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: avaible animations

Post by Sheekel »

wikify it then
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: avaible animations

Post by Master-Athmos »

Nothing really worth of wikifying here. Just set up the hierarchy to fit your needs...
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