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Topics - Derrek3D

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16
Technical forum / Trouble with 3D actor turning animations
« on: November 19, 2007, 10:02:50 AM »
Hello,

I'm having some trouble with the turning animations of my 3D actor. I would appreciate it if someone could post some guidelines on how such animations should look like. For example, should they really turn the actor around or should they instead perform some in-place animation like the walking animation does? Will the engine still turn the actor around on his axis, once turning animations are defined for that actor, or will it leave that to the animation itself? How is it that such animations work and look fine for small angles but also for large angles?

Has anyone seen Overclocked yet? I checked out the German demo (http://download.house-of-tales.com/demos/OverclockedDemo_DE.exe) and the actor over there has some pretty neat turning animations. Does anybody know how should the actual animations look like in order to achieve such a turning effect?

17
Technical forum / Transition between animation channels
« on: November 18, 2007, 10:40:33 AM »
Should AnimTransitionTime or SetAnimTransitionTime work for smoothing animations between different animation channels of a 3D actor?

What I'm trying to do is playing a simple head-movement animation, from time to time, while the idle animation is playing. Since the idle animation plays on channel 0, I play the head-movement animation on channel 1 so that the two animations play together:

Code: [Select]
Actor.PlayAnimChannelAsync(1, "HeadMovement")
Now although it works pretty well (the actor moves its head while still playing the idle animation), there is still one problem. When the head-movement animation ends, the head snaps back to its position on the idle animation, which may be different than the end position of the head-movement animation. The result effect is that sometimes (depending on when during the idle animation the head-movement animation started) the actor's head jerks when the head-movement animation ends and it looks very unnatural (for a healthy person at least ;D).

Am I doing something wrong here? ??? How should the head move back to its position in the idle animation after playing its own specialized short animation?

18
Technical forum / Screen resolution
« on: November 04, 2007, 11:01:33 AM »
Hello,

I know the issue of screen resolution has already been covered in previous threads but I couldn't find any definitive answer in any of the threads that I found.

If I choose 1280x960 (or any other 4:3 aspect ratio resolution for that matter) as my game's resolution, what will happen when I run the game on a system with a wide screen? According to my initial tests (on a 22" wide screen at 1680x1050), the game is simply stretched on the entire wide screen - which is exactly what I didn't want to see. Is there a way to run the game in its original resolution without stretching it? Maybe by filling the rest of the screen with black bars?

I know one can always run the game in its original resolution in windowed mode but that's not the solution I seek since it takes away from the immersion.

19
Technical forum / Character animation technical questions
« on: November 04, 2007, 10:57:25 AM »
Hello,

I'm currently working on character animations using 3D Studio Max and I have a couple of questions:

1. Is the animation imported into the engine using realtime deformation applied to the object according to its rig (biped and skin), or is it imported as pointcache (individual vertex XYZ location per frame)?

2. How is the interpolation between keyframes done? Does the engine read the curves from 3D Studio Max with accuracy or does it do its own interpolation between keyframes?

20
Technical forum / A question of perspective
« on: October 21, 2007, 02:06:32 PM »
Hello, I have a question regarding perspective in a picture.

When I render my scene, the objects on the sides of the resulting image tend to "lean" inward towards the center of the image. I'm talking about objects that if rendered from a different angle they would have looked normal, of course.

Now my question is, when I place a 3D actor on that scene in the engine and the actor moves near one of these "leaning inward" objects (let's say, a building), would the actor "lean" as well and stay parallel to the building or will he remain in his normal angle - something that would cause the whole scene to look unrealistic?

I hope I'm explaining this clearly enough...

21
Technical forum / Character Textures
« on: September 09, 2007, 11:52:10 AM »
Hello all,

I'm about to begin texturing a character for use in WME and I wondered If there's any words of wisdom you can give on this subject.

I understand that the textures need to be a power of 2 but is there anything else? Should I go for as large as possible textures or will there be any performance hit I should be aware of?

Anything other than that?

22
Technical forum / Mirror effect for the Actor
« on: September 04, 2007, 04:24:53 PM »
Hello,

I'm trying to implement a room, in which a large mirror should reflect the Actor (a 3D actor) when he stands in the mirrors general vicinity. How would I go about creating the reflection? I went through the various threads dealing with reflections but I haven't found any complete answer to this situation.

I think I will go for the separate actor scheme (with semi-transparent textures) but I'm still unsure as to how to place the second actor (the "reflection") on screen and how to control its actions. I mean, it should completely mimic the real actor (in a mirrored sort of way) including all engine-controlled animations (e.g. walk, idle, etc.).

I'm not looking for actual code here. All I'm after for the time being is ideas as to how to implement this.

Thanks.

23
Technical forum / A few modeling questions
« on: August 31, 2007, 09:41:54 PM »
Hello,

I am new around here, and I have a few questions about modeling. I am making a character in 3DsMax and rigging it with Biped.

1) Can I use standard 3DsMax bones for additional rigging solutions?
2) Do the units used matter when considering the scale we're working in?
3) Does the scale I am working in have some boundaries that, if exceeded, will pose a problem when implementing the character into the engine (very small scale or very large scale)?

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