Path: chuka.playstation.co.uk!news From: Max Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: RAW data animation Date: Fri, 04 Feb 2000 23:24:43 +0000 Organization: Max Studios Lines: 61 Message-ID: <389B5FBB.DD442FAF@which.net> References: <3898A7C2.AD35F6FE@which.net> <87f3nq$1175@chuka.playstation.co.uk> NNTP-Posting-Host: p57-wren-gui.tch.which.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.61 [en] (Win95; I) X-Accept-Language: en Thanks for the reply man, I thought this was a rather passe topic amoungst members but once again I have been proved wrong. I would be very interested in any code or further ideas you have to show me. The animation is for Asylum of Eclipse's upcomming Mach Force. It's something I want to look at for it. You are very welcome to join the Eclipse team. Mail Marc Lambert at mlambert@netcomuk.co.uk for further details, hes the main man. Max Warren Khan wrote: > Hey Max. > > From what you asked here and in Freetalk I assume your doing a first > person shooter with realistic blood textures and falling bodies? Joints > that can only move in a range of angles? I tried this several > months ago with my "Feet of Flame Massacre" game using the GCon lib - it's > bloody difficult. Another game that lies 5% done. > However I did manage to have multiple "people" from the same > model (loaded once) and their arms, legs, hands, feet and heads were all > separate entities. > > The way to do it way to move the super coord to the linked item. > Therefore the hands super would be the coords for the (forearm + length of > forearm), the forearms super would the coords for the (bicep + length of > bicep), linked to torso, etc. The same for the feet, shins and thighs. The > way this works is if the super of a part moves it also moves the part. You > have to + the length of the linked part otherwise both parts would start at > the linked parts origin (i.e. hands and forearms both connected to the > elbow). > > The biggest pain was getting the model setup right so the sub-parts > appeared in the right place. I think I also found it difficult to show more > than 20 of the line dancing cretins on the screen at the same time. > > I managed to implement moving limbs around before I got bored and > concentrated on a different idea. > > If you are interested I could give you more details. > > Warren. > > PS. I was thinking of joining the Eclipse thing and perhaps then having the > time (and the choicest brains to pick) to do justice to the little jigging > nonces. > > Max wrote in message <3898A7C2.AD35F6FE@which.net>... > >Does anyone know if it is un heard of to do raw data animation? You > >know, make every object seperate then link them together in code as an > >entity with every object relative to the main part (say the torso). > >Would an array do it or is there a less processor/RAM intensive way???? > > > >Thanx for all feedback coz I notice the newsgroups are really dead these > >weeks > > > >Max > >