Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Newcomers DBPro Corner / Question about bone animation

Author
Message
toulis
18
Years of Service
User Offline
Joined: 7th Mar 2006
Location:
Posted: 29th Apr 2007 14:17
Hi everyone!!!
I have got a mesh animated and i wanted to know how i could do it so that his hands "lock on to the enemies" eg. devil may cry.. or his head looking towards the enemy...

getting better day by day
Lucy
17
Years of Service
User Offline
Joined: 19th Apr 2007
Location: Roanoke, VA USA
Posted: 29th Apr 2007 18:12
For the hands, you're probably going to need to implement an inverse kinematics scheme. As for the head part, I'm not sure. I haven't gotten as far as bones yet

Nothing I say is intended to be rude. My autism means that I do not know what is rude and what isn't rude. I apologize if I seem rude. It is not my intention.
toulis
18
Years of Service
User Offline
Joined: 7th Mar 2006
Location:
Posted: 30th Apr 2007 00:37
IK has nothing to do with it...
with IK you move the lower bone in the hierarchy and all the upper bones are positioned and rotated automatically.
the oppostite happens with FK..
my question is.. Can i make the hands and the head of the character point to the enemy???(and if yes, how do i do that?

getting better day by day
chafari
Valued Member
18
Years of Service
User Offline
Joined: 2nd May 2006
Location: Canary Islands
Posted: 30th Apr 2007 02:37
hello friends !! you can rotate any bone to point wher you decide all time...knowing that, you could put a hidden object in limb positions x,y,z and then make it point wher you want...then manipulate the correct limb to correct point...have a look to this code to see how we can udjust bones rotations manually.



oh my god

Attachments

Login to view attachments
Jerok
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Mars. Wait a sec I\'m on MARS. OMG
Posted: 30th Apr 2007 02:42 Edited at: 30th Apr 2007 02:44
You could create the head as a seperate object an position it at the limb (much like you would do when attaching equipment) then point it at the object you want.

Edit: chafari posted while I was writing. Not sure how it works but it seems better then my idea.
chafari
Valued Member
18
Years of Service
User Offline
Joined: 2nd May 2006
Location: Canary Islands
Posted: 30th Apr 2007 15:44
Hallo Jerok...both method are good... I`ve used your idea many times in old dark basic as the models had separated limbs, but now...you can handle vertex by rotating limbs(bones)


Greetings

oh my god
toulis
18
Years of Service
User Offline
Joined: 7th Mar 2006
Location:
Posted: 30th Apr 2007 16:07
thank you all.. i'll try that later that day and check it!!!

getting better day by day

Login to post a reply

Server time is: 2024-11-25 19:50:17
Your offset time is: 2024-11-25 19:50:17