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Author Topic: moving model positions  (Read 7319 times)

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Re: moving model positions
« Reply #30 on: »
the most ideal setup is to have a static main body and have the attached units themselves be floaty imo.

You mentioned the original gunbots had 2 skeletons; 1 each for the base and the turret. Why not let your invisible unit stay on bind, then use the Alch's sentry crystal .SKELETON for the gun? It has a floaty animation...


Re: moving model positions
« Reply #31 on: »
its already an offset model, so the crystals will fly all over the place, and the way those things move will destroy the whole look im going for.
the crystal and repulsion hex "models" are actually elongated skeletons, with a models attached on the highest bone, i think i showed it before in this thread with screen shots of the bone positions.
« Last Edit: April 12, 2017, 09:16:41 am by TwinkleToes »

Re: moving model positions
« Reply #32 on: »
does that come with animations?
Not yet. Now it's just a concept. But I have a plan to finish it.

Re: moving model positions
« Reply #33 on: »
Yeah that flying turret looks really great Kva!


Re: moving model positions
« Reply #34 on: »
would be cool if the gun bots are animated to float around.

Re: moving model positions
« Reply #35 on: »

Re: moving model positions
« Reply #36 on: »
Twinkle, tomorrow I'll try to make a test flybot for you. We need to find out what the skeleton/bones and animations you need.
« Last Edit: April 17, 2017, 04:35:30 am by Kva3imoda »

Re: moving model positions
« Reply #37 on: »
would be cool if the gun bots are animated to float around.


фантастика!!!

(did I get that right Kva?)


Re: moving model positions
« Reply #38 on: »
Twinkle, tomorrow I'll try to make a test flybot for you. We need to find out what the skeleton/bones and animations you need.
ooo, thanks :D
all i need is a bind, idle and attack animation

but... if you really want to, you can give the model extra weapons (side mounted rocket launchers and a cannon)
since my skill has the bot use 3 attacks
i put up the example on my other post. but ill put it here for convenience







« Last Edit: April 17, 2017, 04:57:29 am by TwinkleToes »

Re: moving model positions
« Reply #39 on: »
(did I get that right Kva?)
Yeah!  :D

but... if you really want to, you can give the model extra weapons (side mounted rocket launchers and a cannon)
Something like Inspector Gadget?  :D

Re: moving model positions
« Reply #40 on: »
Twinkle, what is the duration of the minimum automatic firing?

Do you need special animations for the gun and rockets?
I think the cannon is not needed. We can use gatling gun for a special "burst attack".


Re: moving model positions
« Reply #41 on: »
0.333333
would love to have the extra anims :D
but just 1 attack anim will be fine, its up to you if you want to take the extra time for more animations.

all three attacks come from 1 skill and animation, to save time over making 3 new skills.
but if you do animations for the other attacks i will re code the bot to use multiple animations

heres the 3 attacks individually, so you can get a better sense of how to animate them(if you choose to)


grenade launch (fired from a cannon)


homing rockets (fired from the shoulders)


bullet spray (fired from the gattling gun)
« Last Edit: April 17, 2017, 07:48:01 am by TwinkleToes »

Re: moving model positions
« Reply #42 on: »
Twinkle, tomorrow I'll try to make a test flybot for you.
It's ready: https://yadi.sk/d/ZDnWZrlS3H5pDe

Re: moving model positions
« Reply #43 on: »
thanks kva :D
i just tested it, is it possible to "center" the model and make it be on the ground instead?

what i mean by this is that the root bone is away from the rest of the model, which offsets the model upward miss aligning the whole thing.



the green thing is a unit theme i attached to what i was using before to enhance the look.
but basically i want the gunbots to be where the green is.
« Last Edit: April 18, 2017, 10:38:58 am by TwinkleToes »

Re: moving model positions
« Reply #44 on: »
i just tested it, is it possible to "center" the model and make it be on the ground instead?
Yeah, I can do it. In addition, I am a bit remade skeleton and animations.

Version for pets and monsters(flying bot): https://yadi.sk/d/l8EBoLvo3H7iVU

Version specifically for Twinkle tasks(ground slider): https://yadi.sk/d/0iAYPRtb3H7hhp

what i mean by this is that the root bone is away from the rest of the model, which offsets the model upward miss aligning the whole thing.

the green thing is a unit theme i attached to what i was using before to enhance the look.
but basically i want the gunbots to be where the green is.
Well, the root-bone is always in zero coordinates. You need to attach your unit themes to other bones. I think in this case you need a body-bone - bone02. This will allow the particles to move in concert with the model body.

In the hierarchy, it looks like this:

        <boneparent bone="bone01" parent="root" />
        <boneparent bone="bone02" parent="bone01" />
        <boneparent bone="bone03" parent="bone02" />
        <boneparent bone="bone04" parent="bone02" />

which means:
root - zero-point bone
bone01 - base bone. Technically used to adjust the position/rotation of the model during animation.
bone02 - body bone. The main body bone.
bone03 - prop bone.
bone04 - gun bone.

« Last Edit: April 18, 2017, 04:35:08 pm by Kva3imoda »

 

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