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I'm wondering about annimation sequences for character/monters. Things like Walking, Standing, Attacking, Death, etc.
Are the sequence types hard coded into the engine, and if so, what are the types? Can we create our own sequences by specifying when a certain annimation will play and if so, how many sequences can one monster have at its disposal? Could we, for example, make a monster with four different attack annimations or give a villager several different idle sequences for when he's just standing around?
Thanks.
------------------ -- Mauglir
Quote
Originally posted by Mauglir: **ICould we, for example, make a monster with four different attack annimations or give a villager several different idle sequences for when he's just standing around?
**
I'm quite sure you could do that, you'd just have to have all the animations done
------------------ In Nomeni Patri Et Fili Spiritus Sancti It's not so bad being trendy, everyone who looks like me is my friend. Reel Big Fish
Creating the annimations isn't a problem, but what I'm wondering is, how does the engine determine which annimations to play at a given time? Is this something that is hard coded, i.e. something we cannot change, or are the conditions totally dependant on something like events scripting?
If the engine can indeed support multiple annimation sequences for one monster that are all triggered by the same evenets, e.g. the monster is not moving and not being attacked, therefore it's "idle", the engine would have to either randomly choose one sequence to play, or cycle through all the sequences one at a time. How much control do we have over the variables?
Here's an example:
Monster X is standing alone in the wilderness with no enemies nearby. He is considered to be "idle." Monster X has three different idle annimation sequences (e.g. #1 looking side to side, #2 crossing and uncrossing arms, and #3 tapping foot) Does the engine... A) Play sequence 1, then 2, then 3, then 1, etc.? Chooses a sequence at random, then after a few seconds chooses another at random? C) Choose one sequence at random then loop it over and over until a new set of conditions are triggered to cause the annimation sequence to change (e.g. the monster is attacked)? D) do something completely different that I'm not thinking of...?
I realize this a lot of questions, but I'd really like get a better understanding of this. Thanks!
So far as I know, there is a built in animation editor in the Coldstone engine. I'm not sure if you can do different sequences...you might be able to have something like this:
if that makes sense...I'ver just had my wisdom teeth out, and I'm kinda woozy... Maybe Dee or GlueBubble (or anyone who is currently testing) could verify/clarify what I've said (if they would be so kind)?
(This message has been edited by Bean * (edited 01-14-2002).)
Unfortunately, I have not been able to test Coldstone in-depth enough to answer your question.
I feel bad about that, too.
If only I were a millionaire who could do what he wished with his time.
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