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bones missing after export...only some


Psynex

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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.

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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.

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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.

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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.

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