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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: | 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) |