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Shining Moonblade
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Joined: 2nd Oct 2002
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Posted: 18th Apr 2003 05:44
Hmm.....this might be a long one. (Then again it might not. )

I've got a program using the Dark Matter Ninja model (It's just a basic program where I'm trying to teach myself how to control frames, make smooth animation, accurate collision, a.k.a. DarkBasic Self Crash-Course). Anyway, I'm trying to get the correct speed to move my object as he's walking forward so that it doesn't look like his feet are sliding badly. (Although this effect might be nice for ice, it doesn't look good on solid ground).

Is there a general formula for this? Or a program I can use to evaluate the distance between heels or something? At around 30 fps, I can make him go forward at .18 using the move object command, and he STILL slides around a lot.

Thanks a ton in advance. (Watch out for falling oversized chunks of lead.)
The moon empowers my blade and commands me to destroy you all!
Shining Moonblade
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Posted: 18th Apr 2003 15:52
Aw....does nobody know how to do this? Raven? Ian M?

The moon empowers my blade and commands me to destroy you all!
IanM
Retired Moderator
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Posted: 18th Apr 2003 16:44
I'm learning the 3D stuff myself so I can only give you ideas (I'm playing with multiple cameras today - top down radar view and (almost) 180 degree front and rear views )

Personally, I'd try to put together a simple framework that would allow me to change various settings without having to recompile every time.

You'll probably need to be able to move the model forward different amounts depending on the frame you are moving to.
Shadow Robert
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Location: Hertfordshire, England
Posted: 18th Apr 2003 18:17
well unfortunately there is no clearcut way of figuring this out as each artist has his or her own way of making animations.
ideally what you want to do is tell your artist what the world setup will be... i.e. 100units = 1metre and they can make the animation with this range in mind.

however if you use other models what you have to do scale the walking animation speed to the distance traveled/numbers of frames

so say you have 30frame walk animation loop, now the adverage persons walk should be roughly 1meter (but you'll have to adjust to comfort as it won't be precisely)

well basically assuming that 100dbu = 100cm (1m) can then assume that we want the model to move 100dbu every second, but to keep the animation scaled you want to 'MOD' the FPS by the number of FRAMES in the animation (this case it'd be result as byte = Screen FPS() mod 30) you'd then take this number... so fResult as float = Screen FPS()/result

now you take this result and do AnimationSpeed = 100*fResult
now you set the animation speed by that and you're all set for the animation to run at the right speed. (provided the set animation speed command now does something)

you can then adjust the speed and distance by a modifier say SpeedMod = fResult*(0.1+cSpeed)

then use the SpeedMod result instead, and if you set the cSpeed to whatever state you want = say for Zelda Like Speeding up to run

if cSpeed<1.0 and bRun=1
cSpeed = cSpeed + 0.1
else
if cSpeed>1.0 and bRun=1
cSpeed=cSpeed
endif
endif

you then apply that cSpeed modifier to the distance as like a * for the distance traveled and it'll sync the running distance to the animation speed up

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?

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