Psynex Posted January 24, 2003 Author Share Posted January 24, 2003 On the fly animations? If you're refering to UT2K3, then I was unaware of that being a feature. But no, HL can't do on the fly anims, but it can do animation blending. Tke say, the upper half of the biped that's swinging his arms around while standing still, and just blend the legs in with the already existing run cycle's legs and you have a frantic runner. With a proper coder though they could probably implement an on-th-fly animation system. The only downside is that the engine supports low poly (under 2000Gs). The maximum it could handle on screen when it was released was 3000k total for all characters on screen. Many mods that have come out for it have gone well over that limit because of new hardware. So it's still a really kicking engine to mod for. Link to comment Share on other sites More sharing options...
razorace Posted January 24, 2003 Share Posted January 24, 2003 I was refering to Ghoul2. Link to comment Share on other sites More sharing options...
Psynex Posted January 24, 2003 Author Share Posted January 24, 2003 Hmmmm...how does Ghoul 2 make animations on-the-fly? In fact, how can any program really make them on-the-fly? I mean, it eventually comes down to a line of code telling a bone where to go so is it really on-the-fly. Unless you mean during editing because I just don't see it in-game. Link to comment Share on other sites More sharing options...
razorace Posted January 24, 2003 Share Posted January 24, 2003 1. It merges Torso and Leg animations in real time. 2. There are additional functions to allow on-the-fly bone alteration. It's not used much except for 1. Link to comment Share on other sites More sharing options...
Psynex Posted January 26, 2003 Author Share Posted January 26, 2003 That sounds exactly like Half-life. I posted that above too that the upper and lower halves of the body could be blended, and you can set extreme positions so the engine would know how far it can turn a certain bone, kind of a user set bone constraint. Otherwise it would rotate a bone a little too much and deform your meshes in a manner you hadn't intended. Link to comment Share on other sites More sharing options...
razorace Posted January 26, 2003 Share Posted January 26, 2003 Oh. Well, if Half-Life does that I guess it's pretty similar to the Ghoul2 system. Link to comment Share on other sites More sharing options...
Wudan Posted January 27, 2003 Share Posted January 27, 2003 No, half-life's upper limits on animation data HAS to be substantially lower than JK2. Besides, JO is prettier. Link to comment Share on other sites More sharing options...
razorace Posted January 27, 2003 Share Posted January 27, 2003 similar != the same Link to comment Share on other sites More sharing options...
Psynex Posted January 28, 2003 Author Share Posted January 28, 2003 upper animations limited? How so? The only limitations I'm aware of are those limits of the creator. You can have just as many "frames" of animation in HL as you do JO for one charater...but they've really only ever been created by hand, not motion capture. Link to comment Share on other sites More sharing options...
razorace Posted January 28, 2003 Share Posted January 28, 2003 I think he was refering to the bone complexity/overall capability of the system Link to comment Share on other sites More sharing options...
Psynex Posted January 29, 2003 Author Share Posted January 29, 2003 I don't know. I've yet to read anything about bone limitations. You can make the skeleton as complex as you like. Link to comment Share on other sites More sharing options...
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