Posted By: colekindred
Modifying bone rotations. - 08/11/04 02:16
K one more question about A6 before I commite my project too it. This is simular to the IK question I asked before but diffrent LOL. does the engine allow modification of bone rotations in relation to thier keyframed rotations in real time.
For example. Lets say I have a character animated so he runs with keyframes. can I make lets say the spine twist 10 deg to the left in relation to its keyframe.
so if keyframe 1 set the spine to -5 deg, keyframe 2 set the spine to -10 deg, and keyframe 3 set the spine to +5 deg, could I add -10 to the vaules so keyframe 1 would = -15 deg, keyframe 2 = -20, and keyframe 3 = -5
?
Posted By: qwerty823
Re: Modifying bone rotations. - 08/11/04 04:47
While I'm no "bones" expert, it looks what you are trying to do should work by doing a:
ent_animate(entity,frame,pct,0); // Set the frame to the pct.
ent_bonerotate(entity,"spine",vector(10,0,0)); // To twist (pan) the spine 10 deg
Although base on what I think you are talking about, you want to have a seperate animation from upper body (like aiming a gun), and one for lower body (like running), and blend the two.
If you make an upper body one where at 0 percent its aimming left, and 50% its middle, and 100% its right. And a lower body which cycles the run. You should be able do to something like this:
ent_animate(entity,"run",run_pct,ANM_CYCLE);
ent_animate(entity,"aim",aim_pct,ANM_ADD);
And that should do the same thing (without having to do the bone math yourself).
Posted By: colekindred
Re: Modifying bone rotations. - 08/11/04 05:43
Thanks for the reply. I know I can seperate the mesh into two but thats sort of behind in todays market. As long as I can modify the bones rotation while still having the keyframes effect it i'm happy (I don't mind doing the math). That way I can achive a huge amount of animations that will blend seamlessly.
Just to be clear if I add 10deg to a bone does it add it to its current rotation that is set by the keyframes or would the keyframes stop effecting the bone all together?
Posted By: colekindred
Re: Modifying bone rotations. - 08/12/04 02:52
thx alot for clearing that up. I'm glade to here it. I'll be starting the project in a few days
Posted By: giorgi3
Re: Modifying bone rotations. - 08/12/04 12:39
Check out chapters 22-23 in the new
C-Script Tutorials (also available on the Gamestudio download page).
George did a very good job of explaining how to manipulate bones with A6 Scripting language. I think you'll like it.