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Author Topic: Moonwalking Trinity  (Read 5565 times)

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SoundGuy

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Moonwalking Trinity
« on: October 21, 2006, 06:49:20 AM »

In the WME 3d demo I also noticed trinity is pulling a michael jackson and moonwalk when direct contorlling her to walk back.
The walk animation should probably be played backwards when walking back.



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Mnemonic

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Re: Moonwalking Trinity
« Reply #1 on: October 21, 2006, 08:36:36 AM »

Well you can do it. Create a backwards walking animation (or any animation for that matter) and assign it to the actor as a walking animation when the walk-backwards key is pressed.
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mRax

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Re: Moonwalking Trinity
« Reply #2 on: October 26, 2006, 03:09:05 PM »

Another question.

Quote from: scenes\Front\scr\scene_init.script
  var Teapot = Scene.LoadActor3D("actors\teapot\teapot.act3d");
  Teapot.SkipTo(163, 442);
  Teapot.Direction = DI_DOWNLEFT;

I use this example, but I don't understand, must I dispose allocated memory before actor going out of Front scene? For this type:

Quote
Game.UnloadObject(Teapot);

I don't write this line, so one pretty moment will free memory go away, eh? :)
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Mnemonic

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Re: Moonwalking Trinity
« Reply #3 on: October 26, 2006, 03:48:23 PM »

Things loaded with Scene.LoadXXX() are automatically unloaded when the scene changes. Things loaded with Game.LoadXXX() are loaded until the game quits. Of course, both can be explicitly unloaded.
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mRax

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Re: Moonwalking Trinity
« Reply #4 on: October 26, 2006, 04:54:45 PM »

Thanks! :)
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mRax

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Texture surprise
« Reply #5 on: October 27, 2006, 03:45:14 PM »

Hello! I have new question approximately for this project :) For example, rename trinityskin3.bmp to upper folder data/actors. And then edit trinity.x file.
Instead of the line
TextureFilename {"trinityskin3.bmp";}
there will be line
TextureFilename {"../trinityskin3.bmp";}
Then run (F5) the game. It's all right. Compile (F7) project and run package game.exe. It isn't all right :( Where is Trinity's head?

Well, I use one texture complete files (one folder) with some .x files (several folders). Because of I don't have idea to copy all textures to each .x file, each .x file has "awful" substring "../". What decision is it to avoid the situation with lost head?
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Mnemonic

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Re: Moonwalking Trinity
« Reply #6 on: October 27, 2006, 04:45:01 PM »

You'll have to place the textures to the same directory where the X files reside. If you are sharing the texture between multiple models, place all the models to the same directory and reference them from the actor definition.
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mRax

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Re: Moonwalking Trinity
« Reply #7 on: October 31, 2006, 02:09:56 PM »

Not good. I decided simply use SetTexture() method after LoadActor3D() one ;) Now I have two questions about PlayAnim* function:
1. Can I control animation speed used special variable like actor.Velocity?
2. Can I playback animation not begin to end, but end to begin?
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mRax

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Re: Moonwalking Trinity
« Reply #8 on: November 03, 2006, 02:08:20 PM »

Actors walk through each other :( Is there way to solve it? I thought to create dynamic region entity (blocked) per each actor, but couldn't find any example for it in documentation.
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Mnemonic

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Re: Moonwalking Trinity
« Reply #9 on: November 05, 2006, 05:31:40 PM »

Quote
1. Can I control animation speed used special variable like actor.Velocity?
2. Can I playback animation not begin to end, but end to begin?
No.

As for collisions for 3D characters, it's a known limitation. If one of your actors doesn't move, you can place him into a blocked area. For direct control, AFAIK leucome is using a script to simulate simple collision detection.
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mRax

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Re: Moonwalking Trinity
« Reply #10 on: November 07, 2006, 10:30:18 AM »

Quote
If one of your actors doesn't move, you can place him into a blocked area.

There are no accessibility to use together blocked 2D-region and 3D-actor, aren't it?
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Re: Moonwalking Trinity
« Reply #11 on: November 07, 2006, 02:47:59 PM »

the problem is not in this. You can create a region which would block out the actor easily, but the problem imo is in pathfinding
when both actors move. Then the path of both or at least one must have been altered. I just recently got an idea how to solve it using following logic.

First you will have to create 2d block region which would encompass the other NPC. This will be via script moving with another actor.
Your actor would have perpetual checking of another actors position (with a script containing endless loop). Then if the position was
in the vicinity, it would call again actor.GoTo(originaldestination) method. This would ensure, that you don't run into anothr actor.
But it's untested (just the concept) and I don't know if waypoints won't make too much mess. :)

Any ideas anyone?
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