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Turning animations


Ishtvan

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Also in the spirit of "making sure we understand everything before we finalize a new skeleton," we never set up turn animations on our AI. They're still spinning in place like they're standing on turntables or something. I assume we'll want to do this eventually, but we might want to try out simple placeholder turn_left and turn_right animations, to make sure that we have all the joints we need, etc. to do this correctly.

 

For D3 examples, see turn_left and turn_right on the player, char_sentry, monster_demon_sentry, monster_zombie_fat. It seems like not all the D3 monsters have turning anims, but I could be interpreting it wrong.

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Nothing needs to be done to the skeleton, we just need to make the animations (and the code to call them, I presume). The skeleton can basically move in any way a regular person can do.

 

I have a feeling that will have to be a post-1.0 task, however.

 

Have you noticed any turning animations for AI in motion, or only stationary ones? I wonder how the blending would work from, say, running, to turning.

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