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Topics - FogGobbler

Pages: 1 [2] 3 4 ... 6
16
Technical forum / Sharing animation..resizing problem
« on: September 23, 2008, 05:17:49 PM »
Hi!

I´ve got a question concerning biped animation files and mesh files.

I´ve got a character file which contains the mesh and the hidden bones with no animation at all. Then I´ve got several animation files for i.e. walking with only the bones. This works perfectly, but the trouble is that the two "bone-setups" have to be exactly the same. If another character wants to share an animation, the character changes its size to the size of the bones in the animation file.

Is there a way of sharing animations without this "resizing"-problem?
Bye,
Oli

17
Technical forum / Lighting problem
« on: September 23, 2008, 12:16:46 PM »
Hi!

Please help me with my lighting problem. As you can see on the image, the front of the character well lit up, but when the character turns round, the back isn´t and that is very strange.




Bye,
Oli

18
Technical forum / character judders sometimes...
« on: September 05, 2008, 03:23:11 PM »
Hi!

I´ve noticed that my character judders/stutters when he walks over a longer distance. My framerate is firmely stuck to 60 and the scene isn´t too high-polygon (6460 polygons, for two characters and scene geometry).

I´ve got 5 lights in the scene, could that be the problem?

19
Technical forum / Transition time for animations in attachments...
« on: September 02, 2008, 04:00:31 PM »
Hi!

Code: [Select]
this.AddAttachment("actors\Barkeeper\BarkeeperHead.x","Head", "Bip01_Head");
BarkeeperHead_Attached=this.GetAttachment("Head");
BarkeeperHead_Attached.PlayAnimAsync("happy");

This all works great, but I´d like to set a transition time between my animation "normal" and "happy".

Code: [Select]
BarkeeperHead_Attached.SetAnimTransitionTime("happy", "normal",5000);
This doesn´t work ==> runtime script error ("Call to undefined method 'SetAnimTransitionTime'. Ignored.")

Is that possible somehow?

Bye,
Oli

20
Technical forum / Trying to understand packages..
« on: August 27, 2008, 09:02:19 AM »
Hi!

I´m trying to understand how packages work. For example, I´ve got a package called "animations" and inside that is a subfolder called "actions" which contains the animation "openDoor.x"

When I want to merge this animation I use
Code: [Select]
actor.MergeAnims("actions\openDoor.x");
Everything works fine, but how does the engine know where to look for the animation, because I don´t give any information about the package-name "animations"?

Bye,
Oli


21
Technical forum / Problem with head attachment
« on: August 25, 2008, 09:05:53 AM »
Hi!

Please help me with this problem, because its driving me crazy  :-[

I´ve got this character and attached a head to it for separate facial animation.

This is part of the main character body script.
Code: [Select]

global Head_Attached;

actor.AddAttachment("actors\Barkeeper\Barkeeper.x","Head", "Bip01_Neck");
Head_Attached=actor.GetAttachment("Head");
Head_Attached.Scale = 100;

Head_Attached.DrawBackfaces = true;
Head_Attached.PlayAnimAsync("idle");

This all works well in some scenes, in others the head is out of place (see image).

http://img246.imageshack.us/my.php?image=problempi5.jpg

What´s going on there?

Bye,
Oli

22
Game design / Talk animation with Physique, Biped, Bones...
« on: August 20, 2008, 04:26:49 PM »
Hi!

I´ve used Biped and Physique (3DS Max) to rig my mesh and that works great for my body animation, but I was wondering how to do a talk animation.

Can I insert bones into the head (biped) and throw a Skin modifier on top of the Physique modifier and animate the facial bones?

How do you guys get the talking animation set up?

I don´t really want to rig the whole character myself using bones, because I´ve got used to character studio and the biped :-)

Grateful for any help,
Oli


23
Feature requests, suggestions / Rough info page about WME development..
« on: August 20, 2008, 06:13:24 AM »
Hi!

Jan, what do you think of a page (perhaps in your blog) that tells us what you are working on (WME development) at the moment? I know, you don´t like roadmaps, but I think some rough infos about the upcoming features would be very useful, since not everybody is on the IRC.

Best regards,
Oli




24
Technical forum / huge string table - performance hit?
« on: July 17, 2008, 10:46:25 AM »
Hi!

I´m slowly working my way through all our scripts, adding strings to the string table and deleting them from the scripts to avoid localization problems. I´m using my own "identification code" and not something like "syseng0101" so that I can easily add correct voice sound files later. By the way, I know there is an automatic string manager and it´s a fine tool, but I´m adding the strings manually (works better for me).

Now I´m wondering if a huge string table hits performance? Would it be better to divide the table into smaller ones and load them dynamically, deleting the old ones if the are not longer used?

Bye,
Oli


 

25
General Discussion / WME meets OGRE..
« on: May 12, 2008, 01:04:04 PM »
Hi!

Is there any chance that WME will meet with the OGRE engine like they did in "So Blonde"? You see, I like everything WME has, the script engine is so damned flexible and awesome and the scene manager also is great, but the only thing I regard as a weak point is the rendering engine.

It would be great to have a better lighting engine and other effects, like 3D water and sky with clouds. Things that could be done, using a 3d renderer and the ability to have "OGRE-Plugins".

Even the new ADGS 4 is using the OGRE engine.

Possible or not is the short question to Mnemonic, but what do you other guys think about this idea?

Many regards from Germany and to all Germans here.. enjoy the gorgeous weather :-))))
Oli

26
Technical forum / Problem with compiled version..paths?
« on: April 21, 2008, 01:33:13 PM »
Hi!

I´ve got a problem with the compiled game. I´ve created some methods and that allow me to fade in a window with the taken object.

I´ve overriden the TakeItem method with this one:

Code: [Select]
method TakeItem(Itemname,InsertAfter)
{
  Blob.FadeIn(Itemname);
  Sleep(1200);
  Blob.FadeOut(Itemname);
  Game.TakeItem(Itemname,InsertAfter);
}

And this is a part of the Blob Window script:

Code: [Select]
var Gegenstand = this.GetWidget("Gegenstand");
var DummyName;
self.xResult = false;

method FadeIn(var Itemname)
{
 this.Visible = true;
 
 DummyName = "\items\"+Itemname+".png";
 Gegenstand.SetImage(DummyName);
 for(var i=1; i<=10; i=i+1)
   {
    this.AlphaColor = MakeRGBA(255, 255, 255, 25*i);
    Gegenstand.AlphaColor = MakeRGBA(255, 255, 255, 25*i);
Sleep(40);
   }
 this.AlphaColor = MakeRGBA(255, 255, 255, 255);
 Gegenstand.AlphaColor = MakeRGBA(255, 255, 255, 255);
}

Everything works fine in the non-compiled version, but in the compiled version the Blob-Window appears, but without the item I´ve just taken. It must have something to do with the paths, but I don´t know what at the moment. I´ve only got one package (data).

Thankful for any help,
Oli

27
Game announcements / Looking for German speaking beta-testers ..
« on: April 21, 2008, 12:02:28 PM »
Hi!

I´ve created a demo of my adventure game "Erudite" that I would like to present to publishers, to get them interested.

I´ve tested it several times, but sometimes you just can´t see any errors or unlogical parts in the game.

So I´m searching for people, who are interested in looking into this demo and beta-testing it for me.

It would help, if you understand German language, because I´ve not had time to translate it into English, yet.

I´ll post more information, if required.

Thanks and bye,
Oli

28
Feature requests, suggestions / Ambient light for a certain 3D actor
« on: April 18, 2008, 12:54:36 PM »
Hi!

Could we have something like this, please.

Code: [Select]
actor.AmbientLightColor = MakeRGBA(0,0,0,255)
Bye,
Oli

29
Feature requests, suggestions / Bone manipulation..
« on: April 06, 2008, 01:26:58 PM »
Hi!

I hope I´m not getting on your nerves with my suggestions, but as the project grows I just get more ideas in my head  ;D

It would be great to have some kind of simple bone manipulation method for the 3D actors. Then you could script animations without having to use X file-animations.

This could be used for lipsync talk animations, because you could test, if the speech output volume > 0 and then move the face bones.

It also could be used to move the head, if an actor enters a special region.

Best regards,
Oli

30
Feature requests, suggestions / Camera Interactivity
« on: April 02, 2008, 10:46:24 AM »
Hi!

I´ve just played the "Overclocked" adventure and I´m quite impressed with their camera movements.

Is there a way to do this in WME? I could think the easiest way would be to create a theora-video with the camera movement, but what about the 3D actors? It would be great to somehow save the camera animation in the graphics-program (I think only FBX can do this, or am I wrong?) and then load this into WME.

Or perhaps a keyframed camera animation, where you enter the coordinates "per hand".

I think this feature would be great for zooming in on things, i.e. faces.

Bye,
Oli

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