I recommend you watch it with the Annotations turned on.
It looks like I'm gonna have to slow down the back and side animations and I should neutralize the arm movements on the back one. They look really jerky to me right now.
Also, IMO I don't think forward momentum should trigger the skydiving animation(or it'll trigger with every running jump) but rather it should trigger when terminal velocity is reached.
Joined: 23 May 2005 Posts: 10224 Location: A galaxy far far away......
Posted: 29 Jan 2012 07:36:14 pm Post subject:
DShiznit wrote:
It looks like I'm gonna have to slow down the back and side animations and I should neutralize the arm movements on the back one. They look really jerky to me right now.
I don't know if neutralizing them altogether is the right approach, but I agree about the jerkiness.
DShiznit wrote:
Also, IMO I don't think forward momentum should trigger the skydiving animation(or it'll trigger with every running jump) but rather it should trigger when terminal velocity is reached.
Joined: 14 Jan 2007 Posts: 3682 Location: The 24th Century
Posted: 29 Jan 2012 11:16:16 pm Post subject:
elfprince13 wrote:
DShiznit wrote:
Also, IMO I don't think forward momentum should trigger the skydiving animation(or it'll trigger with every running jump) but rather it should trigger when terminal velocity is reached.
hah, yeah, I actually realized this the first time I did a running jump and face-planted. Or maybe if the crouch-trigger is set while falling? That way it is a deliberate choice rather than automatic?
I like this idea. Any chance I could get svn access or a build of the game that I can use to quickly test animations? Sending them to you, then waiting to see them used in a video before knowing how they look in-game is rather inefficient.
Joined: 23 May 2005 Posts: 10224 Location: A galaxy far far away......
Posted: 30 Jan 2012 01:30:53 am Post subject:
DShiznit wrote:
I like this idea. Any chance I could get svn access or a build of the game that I can use to quickly test animations? Sending them to you, then waiting to see them used in a video before knowing how they look in-game is rather inefficient.
I definitely could add you to the svn, particularly if you'll be making frequent use of it (it costs me about $3.50/month/user). I just sent you an invite to the appropriate Assembla workspace. Do you have Visual Studio set up on your computer? I can walk you through the compilation + check-out process, or I can send you a binary, but if I do the latter, you may want to wait a couple days while I work out stuff with the texturing code. _________________ StickFigure Graphic Productions || VSHI: Vermont Sustainable Heating Initiative
Joined: 28 Dec 2009 Posts: 70 Location: Where my house is
Posted: 30 Jan 2012 11:33:39 am Post subject:
Hey, speaking of player animations... will we ever consider making speical animations to just use in-game? (Like the orc using the wave or salute in-game) _________________
Joined: 14 Jan 2007 Posts: 3682 Location: The 24th Century
Posted: 30 Jan 2012 11:57:43 am Post subject:
Xyno76 wrote:
Hey, speaking of player animations... will we ever consider making speical animations to just use in-game? (Like the orc using the wave or salute in-game)
You mean like emotes? That largely depends on what (if any) limits there are to the number of animations a player datablock can support. Things like running, looking, crouching, jumping, etc. take priority, but I'd certainly like to have a bunch of extra animations and a way for players to play them if there's room.
@Elfprince: I just got the email, sweet! I set up my account and I do have visual studio 2010(though not visual C++, but I know where to get it). I have some schoolwork to finish up now, but when I'm free later this afternoon you can walk through compiling this. My computer sucks, but it should be able to handle the construct map, which is all I'd need for animation tests.
Joined: 28 Dec 2009 Posts: 70 Location: Where my house is
Posted: 01 Feb 2012 11:27:39 am Post subject:
DShiznit wrote:
Xyno76 wrote:
Hey, speaking of player animations... will we ever consider making speical animations to just use in-game? (Like the orc using the wave or salute in-game)
You mean like emotes? That largely depends on what (if any) limits there are to the number of animations a player datablock can support. Things like running, looking, crouching, jumping, etc. take priority, but I'd certainly like to have a bunch of extra animations and a way for players to play them if there's room.
@Elfprince: I just got the email, sweet! I set up my account and I do have visual studio 2010(though not visual C++, but I know where to get it). I have some schoolwork to finish up now, but when I'm free later this afternoon you can walk through compiling this. My computer sucks, but it should be able to handle the construct map, which is all I'd need for animation tests.
alright.... thats good news to me... Now I have to get my own work done _________________
Joined: 23 May 2005 Posts: 10224 Location: A galaxy far far away......
Posted: 16 Feb 2012 01:48:00 am Post subject:
GarageGames is hosting a contest for a hundred-and-a-half dollars of store credit for the creator of which Torque-themed video gets the most views between now and Friday afternoon.
Joined: 23 May 2005 Posts: 10224 Location: A galaxy far far away......
Posted: 17 Feb 2012 01:53:12 pm Post subject:
elfprince13 wrote:
GarageGames is hosting a contest for a hundred-and-a-half dollars of store credit for the creator of which Torque-themed video gets the most views between now and Friday afternoon.
Hey everyone. I don't know if you've watched this yet, but we're in striking distance of first place. If you haven't watch it yet, please do, and if you're at school, maybe get a friend or two to pull it up on their screens as well. _________________ StickFigure Graphic Productions || VSHI: Vermont Sustainable Heating Initiative
Joined: 14 Mar 2005 Posts: 55729 Location: Earth, Sol, Milky Way
Posted: 05 Mar 2012 03:13:36 pm Post subject:
Quote:
Hey everyone. I don't know if you've watched this yet, but we're in striking distance of first place. If you haven't watch it yet, please do, and if you're at school, maybe get a friend or two to pull it up on their screens as well.
Can I assume that we didn't quite make it? _________________
Joined: 23 May 2005 Posts: 10224 Location: A galaxy far far away......
Posted: 05 Mar 2012 04:47:24 pm Post subject:
KermMartian wrote:
Quote:
Hey everyone. I don't know if you've watched this yet, but we're in striking distance of first place. If you haven't watch it yet, please do, and if you're at school, maybe get a friend or two to pull it up on their screens as well.
Joined: 14 Mar 2005 Posts: 55729 Location: Earth, Sol, Milky Way
Posted: 05 Mar 2012 04:48:25 pm Post subject:
Aww, sorry to hear it. Well, let's see if we can't get a better showing for the next contest, and either way it's nice to get Freebuild additional exposure. _________________
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