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Author Topic: In-Game Animations  (Read 5310 times)

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DukeS

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In-Game Animations
« on: October 19, 2005, 09:01:03 AM »

Hi,

Do you guys have any tips on in-game animations? For example when player actually takes the book from the shelf, not that book just dissappears. I know that book must be a sprite and when you perform
take action on book you send character to x and y position and then what? I could do another sprite which includes character and the book but how to manage distance between them. Which programs
do this kind of stuff?

Thanks

Dejan
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Mnemonic

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Re: In-Game Animations
« Reply #1 on: October 19, 2005, 11:49:05 AM »

Yes, you will definitely need a custom animation of the actor picking up the item. You'd hide the item in scene and immediately let the actor to play the animation.
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Nihil

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Re: In-Game Animations
« Reply #2 on: October 20, 2005, 09:45:59 AM »

Which programs
do this kind of stuff?

That depends on what kind of actor you have, 2d or 3d? I guess the best idea is to use the program you created your actor with?

DukeS

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Re: In-Game Animations
« Reply #3 on: October 20, 2005, 01:36:02 PM »

We are trying to match runaway look. So prerendered characters and 2D backgrounds. And one more thing about prerendered characters. Do you have to render character for every scene you have in the game
(I am asking this becouse of lighting and shading)?
I think that we need software that lets you put background behind animation and then you can align all the objects of animation to fit background positions. For example when character takes the book
from the shelf or catches flying paper or something like that.
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organican

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Re: In-Game Animations
« Reply #4 on: October 20, 2005, 06:34:27 PM »

Um, shouldn't there be a way to make that two animations instead of one?

One animation for the actor picking up <something>, and one for the book being moved into the actor's hand.

Maybe it will just be too hard to coordinate the animations.

But this way you can lower the memory and processor usage and things like that.

Just a thought.

Edit: I mean... one character animation for every item in the game you pick up...

that's a LOT of animations.
« Last Edit: October 20, 2005, 06:40:14 PM by organican »
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DukeS

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Re: In-Game Animations
« Reply #5 on: October 20, 2005, 06:51:04 PM »

Yeah, I know that this would be a lot of animations but I dont know how to do it other way. How to combine flying book with character taking it? And other thing, what happens when
object is on different height or position? One animation for taking object is not enough. In Broken Sword I think that George was picking every item differently. Maybe we wil do it like in
Project Joe where character just moves hand and item dissapears.
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Kaddafi

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Re: In-Game Animations
« Reply #6 on: October 22, 2005, 06:12:33 PM »

in my game i made just 3 kind of animation for my actor.
first picking up laying objects-->actor sits and takes object
second picking up object which are on the same height as actor-->actor just moving his hand towards object
third picking up objects that lay higher than actor--->actor rises up and obtains object

i think it's very simple  :)
or i just didn't get your qestion right  ;D
oh and sorry for my English  :)
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DukeS

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Re: In-Game Animations
« Reply #7 on: October 22, 2005, 06:51:23 PM »

Well, the topic was not aiming just on the item picking animations. I was asking how to create whole in-game animation when one or more characters are moving and picking objects and maybe fighting, shaking hands, combining objects, etc...
I think that the best way would be to get animation software where you can import background picture and then put on characters and objects and create animation. And we also have prerendered 3D characters. I know how to animate 3D character but scale and position on 2D background and connecting it to the 2D objects that he is picking up is mistery here.

and Kaddafi, your English is just fine  ;)
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