Jump to content
The Dark Mod Forums

Search the Community

Showing results for tags 'turning'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 1 result

  1. Darkmod underutilizes, in my opinion, capabilities for procedural animation. We already do some, like the random head and torso turns that are added on top of existing animations. There's also possibility for separate animation for top and bottom of the character as well as head. There's a missing opportunity for varied facial expressions. I talked about animation blending in this thread. Here's something that for example Thief: Deadly Shadows did. It's swaying side to side while turning. I used Gemini to add code to the tdm_ai_base.script. I don't know if this is the most efficient way of doing it, probably not. Here are the parts added: Gemini came up with the term "banking" which is used in car racing. I don't know if that's what it's called in animation or games. There's a lot of variables that can be tweaked. You can rotate this way any bone you wish. I use 'Origin', 'Spine_Dummy' and 'Neck' bones: You can tweak amount of rotation for each bone. setJointAngle(m_bankingJointHandle, 1, jointRotation * 1); setJointAngle(m_bankingJointHandle1, 1, jointRotation * 0.6); setJointAngle(m_bankingJointHandle2, 1, jointRotation * -1.5); There's also global intensity: (targetBanking = deltaYaw * 1.4;) and attenuation: m_bankingCurrentValue = (m_bankingCurrentValue * 0.95) + (targetBanking * 0.05); modifiers. Gemini also proposed to add an LOD system, which I thought was a great idea. So currently at a distance of 1500 from player the swaying will be disabled. Here are examples, each with slightly different values: And here's comically exaggerated one:
×
×
  • Create New...