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DarkBASIC Discussion / Help me someone

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Cras
23
Years of Service
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Joined: 15th Oct 2002
Location: United Kingdom
Posted: 14th Mar 2003 16:34
ive been working on a game for the retro compo since it was released now and ive got really far. But im just adding the weapons for your character and i cant make the character continue its normal animation (be it walking or standing still) and attack with his hand. At the moment when u attack it takes the frame he was on and keeps all the footpositions for that and the hand still moves. Anyone got any suggestions on how i can make him carry on walking and his hand moving even if it means scrapping what i have so far. Thanks
Danmatsuma
23
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Joined: 2nd Mar 2003
Location: Australia
Posted: 14th Mar 2003 17:03
Hard to tell just what you mean, but it may be an issue with the way you animated the character in the first place, if you want to separately animate some of his limbs (arm,hand) totally under software control but say have his legs pre-animated then you should probably make sure you have no keyframes on the parts of him you want to control (arm,hand) but still make sure they are linked to the animated parts of him, with limited inheritance.
Try to explain the situation a little more clearly

A good suggestion to have in a model like this where you have parts that you want to control as well as parts which contain animation data is to put a handle, like a cube indide his torso or pelvis, and make that limb 1 even though you'll never see it. Everything else can attach wherever but finally to this "handle", then when you move the handle in db the rest will follow...
Hope this helps

ZX Spectrum 48k Issue 3, Radio shack Tape drive, Rank arena 12" T.V. set.
Danmatsuma
23
Years of Service
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Joined: 2nd Mar 2003
Location: Australia
Posted: 14th Mar 2003 17:05
read "link" instead of "attach"... ^^^^^^^^^

ZX Spectrum 48k Issue 3, Radio shack Tape drive, Rank arena 12" T.V. set.
Cras
23
Years of Service
User Offline
Joined: 15th Oct 2002
Location: United Kingdom
Posted: 14th Mar 2003 18:46
thanks but i didnt explain it clear enough ok ill try again from the start. I made a model which consists of 5 limbs. None of these are joined since he is like rayman, has no arms just floatin hands + feet ok. I didnt know how to do limb animation, just bone based which isnt supported in DBC, so i used the software to do the animation for walking as frames 1 to 17 (0 is static). Now i have the model moving around and when i press spacebar to attack the arm moves down fine but the feet stop in the position they were in when i pressed spacebar. Then when the attack anim is over the feet jump to where they should be had there been a loop still going on. I did this with variables since i thought it might come in handy updating offsets. Sadly the damn limb offset() command returns the same value everytime. I want the feet to still move during the attack anim. It may help to know that im updating the animation by rotating the limb then saving to keyframe 18. So the rotation is updating just not the feet. I need them to carry on looping as during animation.

Try and sus that out... ill read it soon.
Danmatsuma
23
Years of Service
User Offline
Joined: 2nd Mar 2003
Location: Australia
Posted: 15th Mar 2003 10:23
Sounds like you may be doing it the hard way...

limb animation can be easier to set up than bone based animation, and for what you're doing very easy..

This is what I'd do:

Go into your modeller, put his hands and feet in the right places then make some wrists and forearms and thighs and calves which you will hide later on, just simple boxes will do,
Now one by one, adjust the pivot points of his hands so that they are centered on the ends of the wrists, then do the same for wrists moving the pivots to the elbows for upper arms move the pivots to the shoulders.
same thing with the feet, move the pivots to the joints (or where they should be if he has none) now link each hand to it's respectave wrist, and each wrist to each upper arm to it's shoulder, do the same for the feet, making sure to do it in order like you did for the other limbs.

now animate him either in your modeller or in dbc, treat his limbs just like you would if they were bones.

In dbc go into the cli and hide/show his limbs till you know which are the wrists, upper arms,calves and thighs. Then code into your program hide limb etc for those parts you don't wanna see...

If you can be bothered doing it this way it'll save you headaches later... sometimes it's better to go backwards to move forwards, I know you probably spent a lot of time already but that's learning for ya!!

you'll be able to make his hands move in a more realistic way anyhow if he has some invisible elbows and knees anyway

'luck

ZX Spectrum 48k Issue 3, Radio shack Tape drive, Rank arena 12" T.V. set.

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