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Full Version: Animation cumulation: A must-have for Dim3
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I remember that someone here once said (Durandalski, I think) that when he did his game in 3rd person, and when he shot, the player used to slide around while shooting. I did an invention to solve this and I call it animation cumulation. It's basically incrementing one animation with another, so to shoot you need the shoot animation, wich is just the arm with the gun moving, and cumulate that with the walk animation and then you get the walk and shoot animation.

I thought about this cuz'I'm needing it as well.
This is called "Parametric Animation" or "Animation Blending".
http://en.wikipedia.org/wiki/Parametric_animation
yeah this could be very useful.
I solved that problem by simply deleting the fire animation call. :P

But this would work much much better. It might even be possible to animate the legs and torso seperately. So you could have one walk animation, but multiple torso animations for grenades, pistols, knifes, and rifles.

Definately a must have, though far in the future.
Ah, good point. So you can have throw grenade while running, or get shot while running, and only have the upper body flinch.
That's what I mean.
I second that, would make the graphics significantly better. As would the option to perform keyframe animations allong with the bone based animation.
I've asked this before. My use was for the player actually turning to look up and down with the mouse movement.I wanted to be able to run and move a bone without interfering with that running animation... actually, I've asked it two or three times. Also asked for a method to move bones via script or in the core... O.o
I fixed this by put this in:

Code:
function playerFire(obj,subEvent,id)
{
var selName=obj.weapon.getSelect();
    

    obj.forwardSpeed.walk=0;
    obj.forwardSpeed.run=0;
    obj.forwardSpeed.crawl=0;
    obj.forwardSpeed.air=0;
    obj.model.animation.interrupt('Fire');
obj.event.chain(4,'fireStop');
}

function fireStop(obj,subEvent,id)
{

    iface.console.write('fire stop');
    obj.forwardSpeed.walk=95;
    obj.forwardSpeed.run=200;
    obj.forwardSpeed.crawl=50;
    obj.forwardSpeed.air=80;

}
Then you have to stop to fire...
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