Animations

If you feel like you're up to the challenge of building your own Ages in Blender or 3ds Max, this is the place for you!

Re: Animations

Postby Grogyan » Thu Jun 12, 2008 9:51 pm

With all due respect, many guys in the past have been showing off what can be done with what is in the SVN.

I do actually have an Age with 1 animation in it, working, if you want I can upload.
Though I havn't got much further, but this one animation would be a typical animation that you would normally have.

I'd also like to have Nad's ok to upload it, but i'll upload it anyway as its just so basic

AnimTest

All the same, if you play around with what is SVN, you do so at your own risk!
The devs will NOT provide any support
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Re: Animations

Postby Marcello » Fri Jun 13, 2008 11:21 am

Grogyan cool stuff... I definitely have to reserve time to start writing again!!
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Re: Animations

Postby Jojon » Fri Jun 13, 2008 12:00 pm

I'm sure there will be at least a couple of properly animated toblerone bars and nightclub doors, right in your neighbourhood, Aloys. :)

In my own shell, I'm struggling with an object's colliders seemingly becoming incapacitated, while it's moving and also the anim command messages, or rather the responder structure, I suppose.. :7
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Re: Animations

Postby Nadnerb » Fri Jun 13, 2008 4:20 pm

It is perfectly acceptable for you to attempt to help each other when using the unreleased versions, including uploading demonstration ages, so long as you do not expect or demand any comment from the developers, or directly encourage the use of an unstable version. With that in mind, there is nothing stopping me from steering you off the wrong path if I feel so inclined. ;)

To that end, it is important to note that animated objects are not considered to be "moving" by the physics system, and that attempting to "lift" physical objects with an animated one will simply leave it's contents hovering in place, since their supporting collider has no velocity. In other words, because the cargo is resting and the support has no velocity, no collision detection is performed between the two entities which supposedly have no relative velocity. In order to have any sort of physical "carrying" of avatars, and possibly other objects, the use of subworlds is required, and while these are at this point functional in the development version, I do not feel compelled to explain them at this time. (Though you can probably dig that up in the wiki)
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Re: Animations

Postby Aloys » Fri Jun 13, 2008 5:12 pm

This opens up a wide number of possibilities with animated objects. Especially elevators and vehicles. Those will add a lot to some Ages..
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Re: Animations

Postby Grogyan » Fri Jun 13, 2008 5:50 pm

Aloys wrote:This opens up a wide number of possibilities with animated objects. Especially elevators and vehicles. Those will add a lot to some Ages..


;) ;)
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Re: Animations

Postby Whilyam » Fri Jun 13, 2008 9:10 pm

Indeed. The ages are growing more and more alive. Much farther than the simple soundless areas they once were. We're within one or two features of matching Cyan's ages in technology.
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Re: Animations

Postby Grogyan » Fri Jun 13, 2008 9:41 pm

Oh and in case anyone was thinking of using this feature in their shells for the RAD contest, can think again.

Unless of course the devs can release a version for the contest to support just that one animation feature
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Re: Animations

Postby Grogyan » Sat Jun 14, 2008 12:40 am

I do have one question, if the animation is not considered by the physics system, and sub worlds reduces the effective inertia to zero, then you're saying that we will never be able to have induced inertia from a source other than the avatars' which can be added to the avatar's to for example jump 3 times further than normal?
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Re: Animations

Postby Lontahv » Sat Jun 14, 2008 12:45 am

This opens up a wide number of possibilities with animated objects. Especially elevators and vehicles. Those will add a lot to some Ages..


Hmm, well not dune-buggies. :( Just things that can be on tracks/canals( *wink* @ Aloys)/etc. .

:)
Subworlds are very... interesting. I was trying various setups out when I found out a way to make your avatar really small. :P Subworlds are could be used for things like "Alice In Wonderland: the age". ;)

Grogyan: You are calculated as standing still, that's that. Not being able to jump in an elevator and seem weightless for a moment hasn't seemed be a noticeable problem with normal day-to-day things (with the real-world, do you stick to the elevator ceiling when you're going down and jump. ;) :lol: ).
It IS a problem if you're trying to do something odd and fun. :roll:


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