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basic questions. #282775
08/03/09 16:51
08/03/09 16:51
Joined: Jul 2009
Posts: 39
Chile!
Renard Offline OP
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Renard  Offline OP
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Joined: Jul 2009
Posts: 39
Chile!
Hey,
can somebody answer this please?

Can i animate the face of a character wich doesnt have any bones on the face? i mean, think of it like an emoticon, it`s face is given only by a texture, can i animate the skin of the model?


How can i get basic gravity using the phisics engine? just to keep the character on the ground.

And, i really need instructions to set a Sky cube, please!

thnks in advance!


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Re: basic questions. [Re: Renard] #282778
08/03/09 17:21
08/03/09 17:21
Joined: May 2004
Posts: 1,510
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Claus_N Offline
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Hey,

You don't need to use bones for animations, you can use vertex-based animations as well, however I don't know much about modelling. I've never heard about animated skins being possible, but you can add a few skins and the switch skin using the "entity.skin" value.

To just keep a character on the ground, you don't need physics - just trace down to get the distance to the ground, and the change the z-value of the entity. I don't have any experience with the physics engine though, if you really want to use physics.

For skycubes you should check ent_createlayer in the manual as far as I know. Can't help you any more on that one I'm afraid.

Re: basic questions. [Re: Claus_N] #283134
08/05/09 21:42
08/05/09 21:42
Joined: Jul 2009
Posts: 39
Chile!
Renard Offline OP
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Renard  Offline OP
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Joined: Jul 2009
Posts: 39
Chile!
Thx for your answer.
Finally I managed to create a sky cube as I wanted!

about the animation i`ll keep searching, if i use vertex anim on that face it will get horrible! wink

and, can you showme a code for doing that trace thing? i tried to use one from a camera code from the AUM but didn`t work, i didn`t get any error messages thought...


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Re: basic questions. [Re: Renard] #283136
08/05/09 22:02
08/05/09 22:02
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Posts: 1,510
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Claus_N Offline
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For the trace code you need something like this (not tested):
Code:
function attachToGround()
{
	vec_set(target,my.x);
	target.z -= 1000;
	
	result = c_trace(my.x,target,IGNORE_PASSABLE | IGNORE_ME | USE_BOX);
	
	if(result + my.min_z > 0)
	{
		my.z -= result + my.min_z;
	}
}



Re: basic questions. [Re: Claus_N] #283447
08/07/09 20:05
08/07/09 20:05
Joined: Jul 2009
Posts: 39
Chile!
Renard Offline OP
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Renard  Offline OP
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Joined: Jul 2009
Posts: 39
Chile!
THXS, I`ll testit!

But i was testing with a similar code and the model doesn`t "fall" to the ground, it suddenly appears on the ground after being on a slope or something, is there a way to slow the movement on that axis?

i heard about a progressive aceleration, is it c-trace or phisics engine?

Last edited by Renard; 08/07/09 20:08.

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Re: basic questions. [Re: Renard] #283455
08/07/09 20:29
08/07/09 20:29
Joined: May 2004
Posts: 1,510
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Claus_N Offline
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Claus_N  Offline
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Then try something like this:

Code:
function attachToGround()
{
	vec_set(target,my.x);
	target.z -= 1000;
	
	result = c_trace(my.x,target,IGNORE_PASSABLE | IGNORE_ME | USE_BOX);
	
	if(result + my.min_z > 0)
	{
		if(result + my.min_z > 10)	// play with this value
		{
			my.z -= 15 * time_step;	// play with this value
		}
		else
		{
			my.z -= result + my.min_z;
		}
	}
}



I don't know about the "progressive acceleration" smile

Re: basic questions. [Re: Claus_N] #283608
08/08/09 19:03
08/08/09 19:03
Joined: Jul 2009
Posts: 39
Chile!
Renard Offline OP
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Renard  Offline OP
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Joined: Jul 2009
Posts: 39
Chile!
Ok, thx, You`ll be on the credits of my game. : )


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