Author Topic: Bob's submodelAnimation trickery build  (Read 4510 times)

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Offline Trivial Psychic

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Bob's submodelAnimation trickery build
Crud!  I hadn't thought of that.
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Offline Bobboau

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Bob's submodelAnimation trickery build
well the problem with translation is, there is absolutely nothing in any of the code that suports it wich means I'll need to update not only the animation code to suport it, but also the rendering code and the (ugg...) colision code. as well as any other little tidbit of code that is any were remotely assosiated with anything to do with anything that might have a polymodle assosiated with it.
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Offline FireCrack

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  • meh...
Bob's submodelAnimation trickery build
Just give everything that needs to move fore and back giant bendy arms.
actualy, mabye not.
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3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
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Offline Roanoke

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Bob's submodelAnimation trickery build
Quote
Originally posted by StratComm
You're going to blow your subsystem-per-mission limit extremely quickly implimenting it like that.  Bad idea.


care to remind me what that is (how many) ?

 

Offline terren

  • 27
Bob's submodelAnimation trickery build
I can already see the macross transforming to 'battle' mode.

This animation thing is just so, unbelievable.
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Offline Nuke

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Bob's submodelAnimation trickery build
you can fake a translation with two dummy subobjects. same as trivial psycic pointed out, but alot simpeler as you only need 2 dummy subobjects too pull it off. theres another way that is far simpler and that ive already used on the pf chimera. i will illustrate both meathods when i wright the wiki entry.

does the wiki support pics yet? because the techniques would be alot easyer to explain if i can show examples.

*edit, i have so many ships i forget what can do what
« Last Edit: March 09, 2005, 08:41:38 pm by 766 »
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Offline Trivial Psychic

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Bob's submodelAnimation trickery build
Let me guess... instead of a bunch of small zig-zags, you just have a couple of realy big ones that are non-collidable and invisible.  Am I close?
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Offline Nuke

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Bob's submodelAnimation trickery build
you are very close, you can glue a couple lights together and make a dummy object.  because theres no geometry there will be no colision detection data so it should work.

btw i just added the vwep wiki entry, grammer junkeys beware :D

the submodel animation entry needs some work, its not even named right, it should be called 'submodel animation' and not 'model translation', because to get translation you need to do some pretty fancy stuff, which the entry didnt document. i will fix this eventually and make a nicer one with pretty pictures that you could read to your kids.  :D
« Last Edit: March 09, 2005, 08:47:36 pm by 766 »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN