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User talk:Bobbysoon: Difference between revisions

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(geyser's comments)
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:Looks good. Might I suggest an actual head so it can turn and look at things? [[User:Gumby|Gumby]] 21:40, 1 September 2009 (UTC)
:Looks good. Might I suggest an actual head so it can turn and look at things? [[User:Gumby|Gumby]] 21:40, 1 September 2009 (UTC)


That would be it's body, assuming the red thing on it's front is it's eye [[User:Bobbysoon|Bobbysoon]] 23:01, 1 September 2009 (UTC)
::That would be it's body, assuming the red thing on it's front is it's eye [[User:Bobbysoon|Bobbysoon]] 23:01, 1 September 2009 (UTC)
::For proof that the torso's also the "head", or face, see the collage of Lorraine's face portraits [[:Image:Oni_Faces.jpg|here]]. :-3 --[[User:Iritscen|Iritscen]] 02:59, 2 September 2009 (UTC)




Comments from geyser, by email: [[User:EdT|EdT]]
Comments from geyser, by email to EdT:


"
Note that, during an animation, bones can only *rotate*
Note that, during an animation, bones can only *rotate*
with respect to each other, so parallel shift, like recoil
with respect to each other, so parallel shift, like recoil
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I know this is overly technical, but Bobbysoon may
I know this is overly technical, but Bobbysoon may
know what I'm talking about. I'm not sure 3DS Max
know what I'm talking about. I'm not sure 3DS Max
supports angle-weighted normals; Mod Tool does.
supports angle-weighted normals; Mod Tool does." -- [[User:EdT|EdT]]
 
:Were you taking notes, Bobbysoon? There will be a test later :0) Anyway, I just wanted to throw some thoughts out there:
:* Let's not forget the unused walking sounds for the Iron Demon once we have an animation: [http://iritscen.oni2.net/temp/ID_sounds.zip].
:* I think the Iron Demon definitely needs an additional weapon beyond the chainguns. We have to think ahead about that now, as it will affect the model. I propose a heat-seeking missile pod on the back, pointing upward. This would prevent the battle from becoming a simple game of "stay out of the ID's line of sight" and throw a wild card out there once in a while for Konoko to deal with. Assuming we can train the AI to use it correctly.
:* Has anyone given thought to the fact that the two guns are parallel to each other?  This means that aiming at a point in-between the guns is impossible unless the arms can turn inward and outward. More obviously, the arms also need upward-downward range, in case Konoko is fighting it from a walkway like in the trailer.
:All that being said, I agree with geyser that walking should probably be the priority. --[[User:Iritscen|Iritscen]] 02:59, 2 September 2009 (UTC)