Hey Jhett, thank you so much! I haven't checked the topic in a while, but you found just what I was looking for. Thak you so much!
-Apoc
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apocalypticgames
Member Since 14 Dec 2010Offline Last Active Apr 01 2013 02:49 AM
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In Topic: Animations... What's the best way?
29 September 2011 - 03:26 AM
In Topic: Animations... What's the best way?
24 August 2011 - 11:19 AM
My God. Nothing In life can be easy, huh? I found a very interesting topic posted in the 3D editable examples section that I figured I would try out.
http://gmc.yoyogames...howtopic=489116
Does anyone know if it would work for what I'm trying to do?
-Apoc
http://gmc.yoyogames...howtopic=489116
Does anyone know if it would work for what I'm trying to do?
-Apoc
In Topic: Animations... What's the best way?
22 August 2011 - 07:03 PM
Really? I usually use .gmmod files for each part of the character (i.e. upper arm and lower arm) but since I'm assuming that system would require the model information to be defined within the game through a script instead of loading in a model, I guess I'll have to at least make the arm models in script form. Then again, that's what has to be the most fluently animated, right? Would you mind finding that specific topic? I'll look for it myself If you don't want to, but from your brief description it sounds like it is exactly what I need and would like to have a link to the specific topic. Please? REMEMBER THE CHILDREN!!!
-Apoc
-Apoc
In Topic: Animations... What's the best way?
22 August 2011 - 04:18 PM
Well that's all fine and dandy (and I do understand what all of that means) but my major problems isn't with rotations. I already have a system I can use IF I have to resort to it. My major problem is that a human character with rotating joints looks weird if the lower arm model and the upper arm model aren't connected with triangles. The joints won't look natural because it would just appear to be a balls and socket instead of skin or clothing. Does anone have a remedy for this, or am I asking too much out of D3D?
-Apoc
-Apoc
In Topic: Animations... What's the best way?
20 August 2011 - 09:33 AM
As I have never heard either of thos acronymns in my entire life, I did a bit of research. Most of the google results were incoherent (and even completeyl irrelevant for that matter) so I had to make an assumption. Please correct me if I'm wrong, but I gathered that LERP is a system that transforms models by using numerical values to define their rotation per frame instead of using separate model for every frame. I've worked a bit with this concept already, but the reason I didn't want to use it is because the player is human, and because the joint of the player (namely the arms) are not conjoined because the upper and lower arms are separate models, he will look more robotic than human. I don't want that. I'll use it at last resort, but only if it seems to be the most preferable system provided on this topic.
Apoc
Apoc
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