Does anyone know if it is possible to control a character (walk, jump...etc.) without animating just separate parts attached with joints?
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- Unanimated walking character
Author Topic: Unanimated walking character (Read 2636 times)
Once again, I'm sorry if it sounds condescending, but your question doesn't really make sense.
When you animate a character, you simply rig a mesh to a skeleton and then animate that skeleton. In that respect, that's all animating is (attaching things to joints and then moving the joints). If you're asking if you can make a character out of several separate objects, 1 for each bone, the answer is yes. You're a lot better animating in a modelling program than trying to manually control the bones in rad (which I think you can do) as modelling programs are specifically made for this purpose! Hope that helped.
When you animate a character, you simply rig a mesh to a skeleton and then animate that skeleton. In that respect, that's all animating is (attaching things to joints and then moving the joints). If you're asking if you can make a character out of several separate objects, 1 for each bone, the answer is yes. You're a lot better animating in a modelling program than trying to manually control the bones in rad (which I think you can do) as modelling programs are specifically made for this purpose! Hope that helped.
Ok thanks I was just hoping for an alternative. and if you do seperate the character into several parts and joints would you use forces to move the parts?
Lolol I would seriously abandon that idea. It will take a lot longer! To do things in rad you'd use the script functions
iObjectBoneOrientationSet(OBJ_X,int,Quaternion,int)
iObjectBoneLocationSet(OBJ_X,int,Vector3)
iObjectBoneScaleSet(OBJ_X,int,Vector3)
iObjectBoneOrientationSet(OBJ_X,int,Quaternion,int)
iObjectBoneLocationSet(OBJ_X,int,Vector3)
iObjectBoneScaleSet(OBJ_X,int,Vector3)
psikotropico
if you do seperate the character into several parts and joints would you use forces to move the parts?
that's a totally madness... how do you plan to make a walking sequence?
In real life, the robotic scientists are still trying to produce a realistic walking humanoid robot.......they're getting there, but its taking ages!
That disney robot that can run and go up and down stairs is pretty impressive! Funny how it can't open doors...
PsychoWeasel9
Reminds me of my first game.
you just used forces on ragdolls to beat the stuffing out of each other. But it didn't work
you just used forces on ragdolls to beat the stuffing out of each other. But it didn't work
psikotropico
Thanks guys guess I have to learn animating.
well... you can use BVH or biped files to animate your character... you only need to make the weight map
jestermon
@Akz251
I've got my little Morfus skeleton set up.. (See elsewhere for the post). I need to make an independent character to test it's viability (One I wont use or sell.. so call it an experiment).. So here is a golden opportunity to order a character.. keep it simple and practical
I've got my little Morfus skeleton set up.. (See elsewhere for the post). I need to make an independent character to test it's viability (One I wont use or sell.. so call it an experiment).. So here is a golden opportunity to order a character.. keep it simple and practical
@Akz251Are you asking me to model something or just telling me? And Awsome Morfus skeleton!
I've got my little Morfus skeleton set up.. (See elsewhere for the post). I need to make an independent character to test it's viability (One I wont use or sell.. so call it an experiment).. So here is a golden opportunity to order a character.. keep it simple and practical
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