Mech- Wip
by Radoslaw Marcin Kurczewski · in Game Design and Creative Issues · 12/13/2005 (4:40 am) · 26 replies
Seems that I am doomed to work with walkers (not that I do not like it). Here is a concept (and yes, it is supposed to look like chicken), I am supposed to finish it quite soon so I guess WIP thread will not hurt anybody.


#22
Mats- Definitely, I think IK theoretically is possible. Havind a shadow casting function in place you already have a way of checking distance between point and surface. Knowing that feets are in most of the cases pararell to surface makes work much easier- all that's left is calculating angle between vertical axis of model and terrain and scripting angles for walk animation of two bones of leg- that's THEORY :) Now- being just a graphic guy with some design experience I can't predict how easy/ hard to do it is and how economical would be spending resources on such function when developing a game- depends on gameplay concept I guess.
Andrew- thanks a lot, I will try harder next time.
05/22/2006 (8:40 pm)
Thanks a lot for input.Mats- Definitely, I think IK theoretically is possible. Havind a shadow casting function in place you already have a way of checking distance between point and surface. Knowing that feets are in most of the cases pararell to surface makes work much easier- all that's left is calculating angle between vertical axis of model and terrain and scripting angles for walk animation of two bones of leg- that's THEORY :) Now- being just a graphic guy with some design experience I can't predict how easy/ hard to do it is and how economical would be spending resources on such function when developing a game- depends on gameplay concept I guess.
Andrew- thanks a lot, I will try harder next time.
#23
The biggest problem with creating this kind of animation is to make it look believable though.
Look at http://www.naturalmotion.com/ for some inspiration ;)
05/22/2006 (11:25 pm)
I rather spend a lot of time creating algorithms than modeling content. I'd even say that procedural content that is completely reusable in a bunch of areas is allways worth it, since you could use it in your next project. And the project after that. And so on. Create it once, use it forever.The biggest problem with creating this kind of animation is to make it look believable though.
Look at http://www.naturalmotion.com/ for some inspiration ;)
#24
05/22/2006 (11:49 pm)
Heh- would love to see it done but- again- I am not a coder, I would not write single line of code even if my life would depend on it. I can make models and levels, I can animate them, I can play around with script but that's it- nothing more. On other hand- it's enough to keep me alive and that's what counts in the end :)
#25
05/23/2006 (12:58 am)
Sure is. I can't say that I'm able to create something like this today, or tomorrow either for that matter. But I'm sure as hell going to give it a shot. Hopefully I'll be able to find some kind of mentor to guide me through it when the time comes to wrap my head around this.
#26
05/26/2006 (5:05 pm)
VERY cool! Nice work.
Torque Owner Radoslaw Marcin Kurczewski
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Mats- Definitely, I think IK theoretically is possible. Havind a shadow casting function in place you already have a way of checking distance between point and surface. Knowing that feets are in most of the cases pararell to surface makes work much easier- all that's left is calculating angle between vertical axis of model and terrain and scripting angles for walk animation of two bones of leg- that's THEORY :) Now- being just a graphic guy with some design experience I can't predict how easy/ hard to do it is and how economical would be spending resources on such function when developing a game- depends on gameplay concept I guess.
Andrew- thanks a lot, I will try harder next time.