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Animation problem #134905
06/09/07 09:59
06/09/07 09:59
Joined: Jul 2006
Posts: 28
B
burning_devil Offline OP
Newbie
burning_devil  Offline OP
Newbie
B

Joined: Jul 2006
Posts: 28
Hi, I am making a pro wrestling game, and so far, so good, but the only problem I am having is animation for characters. In pro wrestling games you have to use 2 animations for one move sequence, so if I want to use a powerbomb, I will have 2 animations for my character one for executing the move and for recieving the move and after all that is done I have about 60 frames already for only one move. My problem is that I have hundreds of moves I want to implant in my game, but afraid that the model size will be so large. Is there any easier way for models with loads of animation? Please Help..........

Re: Animation problem [Re: burning_devil] #134906
06/09/07 13:14
06/09/07 13:14
Joined: Mar 2007
Posts: 677
0x00000USA
M
MrCode Offline
User
MrCode  Offline
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M

Joined: Mar 2007
Posts: 677
0x00000USA
Well, you could code your animations using bones, but that may be more trouble than is necessarry.


Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}
Re: Animation problem [Re: MrCode] #134907
06/09/07 17:19
06/09/07 17:19
Joined: Apr 2007
Posts: 67
suriname0 Offline
Junior Member
suriname0  Offline
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Joined: Apr 2007
Posts: 67
You could not make 60 frames for each move. Since 3DGS inserts intermediary frames, you could make the same move in 20 frames. Or 10 frames... Or even 4 frames. If you ask me, only create a frame when you need to do so for timing. Otherwise, let the intermediary frames do the work for you.


If I am posting, it probably means I am asking a question. Or faking my knowledge by agreeing with somebody else.

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