dim3 Forum

Full Version: Live Bending
You're currently viewing a stripped down version of our content. View the full version with proper formatting.

teh1ghool

In games you'll often see a player bend over when looking at it from 3rd person when the player looks down, and the whole body bend up when looking up. Is this currently possible in Dim3? If it isn't I suggest it to be possible. Maybe in scripts tell it:

obj.model.bendWhenLook=true/false;
obj.model.bendUpPose='Pose Name';
obj.model.bendNonePose='Pose Name';
obj.model.bendDownPose='Pose Name';

ccccc

that would be cool! but it wouldn't work. you can't show two poses at the same time. but you could say to bend a bone a certine ammount. or, even eiser, wait for Brian to add the thing that tracks the mouse. for instance, you could say (pseudo) :
Code:
Case Running
if mouselook > 10 degreese then
play animation 'run_and_bend'
else
play animation 'run'

teh1ghool

No see that's where most modelers and Quake3 are good examples. It's possible that if you don't change the arm positions in your 'looked up' and 'looked down' pose, you can blend the two and it will be able to work correctly. Brian, I suggest adding this feature as a higher priority, as it makes the engine more visually appealing.

ccccc

you could do that even if you did move your arms, just add a certine amount to the x/z/y rotate couldn't you?

teh1ghool

No. You just want two poses. I know what I'm talking abotu because I've used it in animation master. It's called Blending.

ccccc

thats what i just said, i said that you COULD move the arms in both poses, then just add to or change the rotation.

socksy

What the hell are you talking about? If you want the whole body to bend, use bones to bend it backward, increasing the amount of affected area. If you want to combine animations together in a blend, then sure, that's a great feature which would be useful.
Quote:It's possible that if you don't change the arm positions in your 'looked up' and 'looked down' pose, you can blend the two and it will be able to work correctly.
You don't make much sense here.

And I'll just point out that Halo got away with just moving the arms.

ccccc

We simply mean that when you look up the arm looks up. teh1ghool said that as long as you don't move the arm in the first pose, you can make it blend. i said that you could make it blend anyway. yes, we're talking about blending animations.

teh1ghool

Yeah but when you look up with the mouse you can't just play an animation. What if you only want to go half-way up? Or a quarter? Or a little itty bit? You have to use an up, down poses for it.

Romuald

I asked for this before but  didn't get response.

How I would do this is this: obj.model.boneOffset=obj.model.lookAngle;
(boneOffset would be a new feature)

So if you look 90 degrees upwards your weapon bone is rotated 90 degrees more than normal. And when you are playing an animation where the weapon bone is rotated -10 degrees the resulting bone angle is 80 degrees.

see what I mean?
Reference URL's