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=Iron Demon creation related=
=Iron Demon creation related=
==Model/Outline==
:Closest thing to a height comparison between Konoko and the original ID:
:http://iritscen.oni2.net/temp/Konoko%20runs%20from%20ID.jpg (I know, it's tiny)
:The perspective there makes it hard to judge, but I'd say the current model is basically the same height. What do y'all think? --[[User:Iritscen|Iritscen]] 19:16, 5 September 2009 (UTC)
::Okay, EdT encouraged me to look at the trailer shot of the ID in the RSB lobby, and he even wrote a script to set the relevant shot up in Oni, so here's a more useful comparison:
::http://iritscen.oni2.net/temp/ID%20old%20size.jpg  http://iritscen.oni2.net/temp/ID%20new%20size.jpg
::Going by this, I would personally say it needs to be sized up by 25%-30%. P.S.: I just want to draw bobbysoon's attention to the textures, notice how they are more "weighty" on the old ID. I think it's a combination of being a darker gray and having more "shading" built into the texture to make up for Oni's anemic lighting system. I know you weren't probably planning on the current textures being final anyway; just wanted to take advantage of the comparison shot to point that out. --[[User:Iritscen|Iritscen]] 03:27, 6 September 2009 (UTC)
:::Ok, 127.5% it is then, and I'll render in shadows, and see about that darker grey.
:::[http://www.filefront.com/14485651/ID%20TRBS%20dae%20TXMP_chest.rar ID TRBS dae TXMP_chest.rar] Most textures ended up on the wrong parts, idk why. Maybe export order of objects. Much clone/delete mesh/attach was involved. I'll shuffle around the TRMA and see. I ''tink'' I'm losing internet today, idk, so just in case I want to get el 127.5% out asap. Maybe I can get some animations (dae at least) done before then.
:::--[[User:Bobbysoon|Bobbysoon]] 20:45, 7 September 2009 (UTC)
:::: I found the problem with the mixed up textures.  It has to do with the ID's parent-child relationship.
:::: http://edt.oni2.net/temp/IDmisplaced.jpg
:::::Re-ordered nodes, and fixed arm/biceps reference in TRMA: [http://www.filefront.com/14488981/level0_Final.rar/ TRBS, TRMA, and a couple TXMPs] - not that I re-rendered for the color correction yet. I modified the mesh of the body a little. How does it look? --[[User:Bobbysoon|Bobbysoon]]
::::::I like the animated display on the back, nice touch. Although it is partway in the ground until EdT adjusts the height again, the larger ID seems to be more imposing. However, while EdT and I were comparing the new size to the original ID, we noticed some other discrepancies that probably were always there in the model you inherited. To wit:
:::::::http://iritscen.oni2.net/temp/ID%20forward%20old.jpg  http://iritscen.oni2.net/temp/ID%20forward%20new.jpg
:::::#The first thing that jumped out at us in the first comparison is that the arms are further forward on the new model.
:::::#Also, the head is now larger and more square. In fact, the old face appears to taper in a diagonal line up towards the eye. This seems odd at first, but makes sense in terms of placing more of an emphasis on the eye as the foremost point on the head rather than just a circle set in a slab.
:::::#The forearms (the things with the barrels sticking out of them) are a bit thicker now.
:::::#:http://iritscen.oni2.net/temp/ID%20old%20size.jpg  http://iritscen.oni2.net/temp/ID%20new%20new%20size%202.jpg (new ID has its feet below the floor)
:::::#From the walkway, one can see that the forearms used to have a flatter curve across the tops and taper off at the back. We think they're also shorter on the old ID, but obviously the tapering off of the arms is probably adding to that impression.
:::::#The head may be a tad wider now across the top, but it definitely used to taper off more at the back, on the old model.
::::::Do you think you can fix these issues? I know they aren't your fault, sorry to make more work for you, but I think the ID will look sleeker with these changes. And let us know if you aren't seeing something the way we are. --[[User:Iritscen|Iritscen]] 22:06, 8 September 2009 (UTC)
::::::My bad - I didn't like the concave on the rear tip's underside, and so I lopped it. Looks to me, with a better look at that pic on the left, that it should have instead been fleshed out under the tail.
::::::The foot-shield-shell thing (aka: calf) side housing needs correction too, behind and along side the shin guard where the flame ports are.
::::::I see what you mean about it's face. I thought that was a smoothing glitch, before, but now I see what you pointed out - slightly pointy towards the eye. Less slabby is good, but it's head is basic rounded square, face-on.
::::::Now it looks too big. Thing is, it's kneeling in that pose. It can't drop down much more from there - whereas, the original one is up and walking.
::::::and I just exported animations for it too  ): - [http://www.youtube.com/watch?v=ht7KrEaImzo youtube] good exercise anyhow
:::::::The walking animation is awesome! Can't wait to try it in the game. [[User:EdT|EdT]]
::::::Just to add a little more information, if you look at the following screenshot:
::::::http://edt.oni2.net/temp/ID_Size.jpg
::::::I positioned the ID as close as I could to the one in the trailer.  From this point of view, the height looks correct, but, the ID's depth (From the front to the back) is too long, and the width could be slightly narrower. [[User:EdT|EdT]]
:::::: Nice comparisons, btw. Excellent feedback, all. This definately gives me something to work with
:::::: Now, about the scale... on a scale of original to 130%?
==Weapons==
Loser and I had a chat and came up with a tentative plan for the ID's weapons:
* What weapons will the mech have?
:* The chainguns, obviously. Per a chat with EdT, we should be able to give the ID infinite ammo to we don't have to worry about reloading.
:* Homing missile launcher. Keeps Konoko on her toes even when she isn't in the ID's sights.
:* Gas grenade launcher. For when the mech does not have a line of sight to the enemy but knows where they are hiding and wants to smoke them out. The gas is toxic enough that you won't want to hang around if a 'nade gets lobbed next to the thing you're hiding behind.
:* Flamethrower. A close- or mid-range attack if the player lets the ID get too close, or stupidly charges the ID to get inside the range of its chainguns.
:* Tesla discharge field. Another close-range attack (for story purposes it could be a defense against people who would try to get into the mech). Used alternatingly in place of flamethrower or else at even closer distances. Forms a sphere of electricity around the mech.
* Where will the weapons be on the mech?
:* Chainguns are a "duh", but what about the other weapons? (Edit: Actually, Loser brought up the idea of making the barrels PAR3s attached to the model, so they can rotate when they fire, is that doable?)
:* The homing missile launcher could be mounted on the back of the ID, pointing up (could be a simple hole in the existing model's upper back) because it would allow firing in all directions, and also, it would simply look cool for the missile to fire up, and come arcing down to chase Konoko around corners as she runs.
:* The chin gun (is it still there?) could be altered to look like it can fire gas grenades.
:* The flamethrower should be placed low on the body, since flames rise. Perhaps we can use the holes in the leg plates for this. By simply adding hoses that attach from the back of the holes to the feet, we would demonstrate where the fuel comes from ([http://iritscen.oni2.net/temp/ID%20plus%20hoses.jpg incredibly crude sample illustration]).
:* The electric field doesn't need to be based in some physical aspect of the model (but personally I wonder what that [[wikipedia:Dynamo|cylinder]] attached to its back with warning stripes does...) :-3 --[[User:Iritscen|Iritscen]] 21:30, 4 September 2009 (UTC)
:I've made the chainguns the wrists, centered to spin. The wrists are the large forarms. The biceps are the arm-axis under the shield, and the shoulders are the shields over the arms, which are linked to the neck, 'cause that's how I found it...
:Some recoil can occur with the whole arm kicking back 5 degrees or so
:I did drop the gunpod, but I'm expecting to rework the model and textures again for such accommodations
:I've made TRBS and TXMPs. Next, an idle animation
:*What's the simplest way to get this in-game?
:*What's with the %2Fs in the names? I see in the xml those names imply folders. are those necessary?
:*Maybe I should just upload the [http://www.filefront.com/14467707/_IronDemon-dae.rar/ dae] and [http://www.filefront.com/14467713/images.rar/ tga] and let you guys get it in game properly
==TRAM Discussion==
So close:
EDIT Removed old screenshot showing Iron Demon partly in the ground.  Error in TRAM data.
[[User:EdT|EdT]]
He's sitting on his root node. It's feet are at ground level in 3dsworld - is it like that because it doesn't have an idle animation? Or is that because was I wrong about the neck.shoulders linkage? I'm only 90% positive about that one
Sorry, I'll get you a replacement dae with correct texture names soon as 3ds doesn't crash when I export dae DX
Re-rendering those textures really did a number on them, didn't it?
--[[User:Bobbysoon|Bobbysoon]] 03:57, 5 September 2009 (UTC)
Bobbysoon,
Corrected TRAM heights (well its still slightly off the ground but I ran out of time):
http://edt.oni2.net/images/bobbysoon_ID.jpg
Here is a package for your Iron Demon, there is a read me with instructions: http://edt.oni2.net/temp/Iron_Demon_Package.zip
Don't worry about the names of the textures, I took care of that.  I have included idle, run, walk animations.  All of them have no rotation of the body parts, so the Iron Demon moves as a single object.  So currently, the ID will follow you around and if you shapeshift to the ID you can move around.
Great job on the Iron Demon.
[[User:EdT|EdT]]
:I guess the next step is to get a walking animation made, eh? --[[User:Iritscen|Iritscen]] 15:58, 5 September 2009 (UTC)
Thanks, and thanks for the package - exactly what I needed
I somehow compromised my 3ds file, but extracting from that last -create:trbs solves that. Animatin time
==Explosion Discussion==
WOOT!  The Iron Demon goes boom: http://edt.oni2.net/temp/ID_Boom.wmv
[[User:EdT|EdT]]
:Pretty cool, EdT -- now, is that the explosion we were looking at yesterday? Because I don't see any smoking debris flying away from the scene.... --[[User:Iritscen|Iritscen]] 19:20, 5 September 2009 (UTC)
::Updated the video with the full power of the env_bomb_e01 particle.  I couldn't get it to work on its own, so I used the mad_e01 (Mad Bomber's particle) as the basis, they copied the links from the env_bomb to mad_e01, the last explosion is from the mad bomber's particle, so sometimes, you can see the boot as one of the debries :-)  [[User:EdT|EdT]]
:::Looking great. I am inclined to say that we should actually drop the shockwave effect, as it seems inappropriate for a smallish mech's destruction. The explosion was intended for a powerful bomb that damages BGI HQ, after all, so I think the shockwave is a tad overkill for the ID. --[[User:Iritscen|Iritscen]] 03:27, 6 September 2009 (UTC)
::::I like the shockwave myself, though it could be downsized a little bit. Also, make the fire particles match closer to the actual mech's size. Thiugh it might be fine with the resize it needs anyways. [[User:Gumby|Gumby]] 16:06, 7 September 2009 (UTC)
:::::Well, if the shockwave could just not sweep over the entire map, I would be happier. Would it look good, though, if it faded out before getting really huge? I don't know how else we would make it smaller. --[[User:Iritscen|Iritscen]] 16:36, 7 September 2009 (UTC)
::::::I had a chat with Loser yesterday and he will work on the explosion.  So we can leave it in his hands :-) [[User:EdT|EdT]]
::::::I didn't realize it was that huge. Just add the <FadeToDeath> tag (or whatever its called) to the <Start> tag of the particle. [[User:Gumby|Gumby]] 17:59, 7 September 2009 (UTC)
==Animation Discussion==
Working on a workflow for animation. Made a dependencies and xml browser to help me get with the program
It doesn't even use idle, does it? It's always running, right? So for starters I should work on anims from the run set? --[[User:Bobbysoon|Bobbysoon]] 19:41, 6 September 2009 (UTC)
::I think we need these animations:
:::-Idle - simple Iron Demon standing
:::-Turn left / Turn right - simple Iron Demon standing, but during this animation he rotates around his axis a bit left/right. Maybe you can give him a slight movement of legs to make it look better.
:::-Run forward left leg / Run forward right leg - these two will be alternating to make Iron Demon run forward. His "run" should look similar to Mutant Muro's movement ( slow and heavy ), but ID should move more robotic - like.
:::-Run backward left leg / Run backward right leg - just reversed versions of aforementioned, used for backpedaling
:::-Runstart forward / Runstart backward - transition animation, starts from idle, moves one leg a bit forward so it can smoothly transit to either left leg or right leg run animation. You can choose which one, that does not matter.
:::-Runstop forward / backward - opposite of those two above.
:I guess that should be enough for the beginning. Later we can add more. --[[User:Loser|Loser]] 20:29, 6 September 2009 (UTC)
bobbysoon, I watched your animation on YouTube as linked to above. Looks like you got the mechanics down perfectly. Now, help a confused guy out. Is that intended to be a walk or a run? And what did you mean about the model kneeling? --[[User:Iritscen|Iritscen]] 02:24, 9 September 2009 (UTC)
:That's walking. Here's a [http://www.youtube.com/watch?v=gS8Iiy2_Z-g side view], starting with kneeling and standing full height at the end. --[[User:Bobbysoon|Bobbysoon]] 04:29, 9 September 2009 (UTC)
= Forumish disorder =
<span style="color:#808080">I see, in the [http://www.youtube.com/watch?v=YLZ2hJZvrmo Second Oni Trailer], @1:25, the Iron Demon has a weapon variant on it's right arm. How do we do this?</span>
<span style="color:#808080">I see, in the [http://www.youtube.com/watch?v=YLZ2hJZvrmo Second Oni Trailer], @1:25, the Iron Demon has a weapon variant on it's right arm. How do we do this?</span>


Line 215: Line 367:


:::::She sees it on the ground. Go back a page or two. [[User:Gumby|Gumby]] 16:06, 7 September 2009 (UTC)
:::::She sees it on the ground. Go back a page or two. [[User:Gumby|Gumby]] 16:06, 7 September 2009 (UTC)
==Weapons==
Loser and I had a chat and came up with a tentative plan for the ID's weapons:
* What weapons will the mech have?
:* The chainguns, obviously. Per a chat with EdT, we should be able to give the ID infinite ammo to we don't have to worry about reloading.
:* Homing missile launcher. Keeps Konoko on her toes even when she isn't in the ID's sights.
:* Gas grenade launcher. For when the mech does not have a line of sight to the enemy but knows where they are hiding and wants to smoke them out. The gas is toxic enough that you won't want to hang around if a 'nade gets lobbed next to the thing you're hiding behind.
:* Flamethrower. A close- or mid-range attack if the player lets the ID get too close, or stupidly charges the ID to get inside the range of its chainguns.
:* Tesla discharge field. Another close-range attack (for story purposes it could be a defense against people who would try to get into the mech). Used alternatingly in place of flamethrower or else at even closer distances. Forms a sphere of electricity around the mech.
* Where will the weapons be on the mech?
:* Chainguns are a "duh", but what about the other weapons? (Edit: Actually, Loser brought up the idea of making the barrels PAR3s attached to the model, so they can rotate when they fire, is that doable?)
:* The homing missile launcher could be mounted on the back of the ID, pointing up (could be a simple hole in the existing model's upper back) because it would allow firing in all directions, and also, it would simply look cool for the missile to fire up, and come arcing down to chase Konoko around corners as she runs.
:* The chin gun (is it still there?) could be altered to look like it can fire gas grenades.
:* The flamethrower should be placed low on the body, since flames rise. Perhaps we can use the holes in the leg plates for this. By simply adding hoses that attach from the back of the holes to the feet, we would demonstrate where the fuel comes from ([http://iritscen.oni2.net/temp/ID%20plus%20hoses.jpg incredibly crude sample illustration]).
:* The electric field doesn't need to be based in some physical aspect of the model (but personally I wonder what that [[wikipedia:Dynamo|cylinder]] attached to its back with warning stripes does...) :-3 --[[User:Iritscen|Iritscen]] 21:30, 4 September 2009 (UTC)
:I've made the chainguns the wrists, centered to spin. The wrists are the large forarms. The biceps are the arm-axis under the shield, and the shoulders are the shields over the arms, which are linked to the neck, 'cause that's how I found it...
:Some recoil can occur with the whole arm kicking back 5 degrees or so
:I did drop the gunpod, but I'm expecting to rework the model and textures again for such accommodations
:I've made TRBS and TXMPs. Next, an idle animation
:*What's the simplest way to get this in-game?
:*What's with the %2Fs in the names? I see in the xml those names imply folders. are those necessary?
:*Maybe I should just upload the [http://www.filefront.com/14467707/_IronDemon-dae.rar/ dae] and [http://www.filefront.com/14467713/images.rar/ tga] and let you guys get it in game properly
==TRAM Discussion==
So close:
EDIT Removed old screenshot showing Iron Demon partly in the ground.  Error in TRAM data.
[[User:EdT|EdT]]
He's sitting on his root node. It's feet are at ground level in 3dsworld - is it like that because it doesn't have an idle animation? Or is that because was I wrong about the neck.shoulders linkage? I'm only 90% positive about that one
Sorry, I'll get you a replacement dae with correct texture names soon as 3ds doesn't crash when I export dae DX
Re-rendering those textures really did a number on them, didn't it?
--[[User:Bobbysoon|Bobbysoon]] 03:57, 5 September 2009 (UTC)
Bobbysoon,
Corrected TRAM heights (well its still slightly off the ground but I ran out of time):
http://edt.oni2.net/images/bobbysoon_ID.jpg
Here is a package for your Iron Demon, there is a read me with instructions: http://edt.oni2.net/temp/Iron_Demon_Package.zip
Don't worry about the names of the textures, I took care of that.  I have included idle, run, walk animations.  All of them have no rotation of the body parts, so the Iron Demon moves as a single object.  So currently, the ID will follow you around and if you shapeshift to the ID you can move around.
Great job on the Iron Demon.
[[User:EdT|EdT]]
:I guess the next step is to get a walking animation made, eh? --[[User:Iritscen|Iritscen]] 15:58, 5 September 2009 (UTC)
Thanks, and thanks for the package - exactly what I needed
I somehow compromised my 3ds file, but extracting from that last -create:trbs solves that. Animatin time
How's the height? Not too short?
--[[User:Bobbysoon|Bobbysoon]] 16:56, 5 September 2009 (UTC)
:Closest thing to a height comparison between Konoko and the original ID:
:http://iritscen.oni2.net/temp/Konoko%20runs%20from%20ID.jpg (I know, it's tiny)
:The perspective there makes it hard to judge, but I'd say the current model is basically the same height. What do y'all think? --[[User:Iritscen|Iritscen]] 19:16, 5 September 2009 (UTC)
::Okay, EdT encouraged me to look at the trailer shot of the ID in the RSB lobby, and he even wrote a script to set the relevant shot up in Oni, so here's a more useful comparison:
::http://iritscen.oni2.net/temp/ID%20old%20size.jpg  http://iritscen.oni2.net/temp/ID%20new%20size.jpg
::Going by this, I would personally say it needs to be sized up by 25%-30%. P.S.: I just want to draw bobbysoon's attention to the textures, notice how they are more "weighty" on the old ID. I think it's a combination of being a darker gray and having more "shading" built into the texture to make up for Oni's anemic lighting system. I know you weren't probably planning on the current textures being final anyway; just wanted to take advantage of the comparison shot to point that out. --[[User:Iritscen|Iritscen]] 03:27, 6 September 2009 (UTC)
:::Ok, 127.5% it is then, and I'll render in shadows, and see about that darker grey.
:::[http://www.filefront.com/14485651/ID%20TRBS%20dae%20TXMP_chest.rar ID TRBS dae TXMP_chest.rar] Most textures ended up on the wrong parts, idk why. Maybe export order of objects. Much clone/delete mesh/attach was involved. I'll shuffle around the TRMA and see. I ''tink'' I'm losing internet today, idk, so just in case I want to get el 127.5% out asap. Maybe I can get some animations (dae at least) done before then.
:::--[[User:Bobbysoon|Bobbysoon]] 20:45, 7 September 2009 (UTC)
:::: I found the problem with the mixed up textures.  It has to do with the ID's parent-child relationship.
:::: http://edt.oni2.net/temp/IDmisplaced.jpg
:::::Re-ordered nodes, and fixed arm/biceps reference in TRMA: [http://www.filefront.com/14488981/level0_Final.rar/ TRBS, TRMA, and a couple TXMPs] - not that I re-rendered for the color correction yet. I modified the mesh of the body a little. How does it look? --[[User:Bobbysoon|Bobbysoon]]
::::::I like the animated display on the back, nice touch. Although it is partway in the ground until EdT adjusts the height again, the larger ID seems to be more imposing. However, while EdT and I were comparing the new size to the original ID, we noticed some other discrepancies that probably were always there in the model you inherited. To wit:
:::::::http://iritscen.oni2.net/temp/ID%20forward%20old.jpg  http://iritscen.oni2.net/temp/ID%20forward%20new.jpg
:::::#The first thing that jumped out at us in the first comparison is that the arms are further forward on the new model.
:::::#Also, the head is now larger and more square. In fact, the old face appears to taper in a diagonal line up towards the eye. This seems odd at first, but makes sense in terms of placing more of an emphasis on the eye as the foremost point on the head rather than just a circle set in a slab.
:::::#The forearms (the things with the barrels sticking out of them) are a bit thicker now.
:::::#:http://iritscen.oni2.net/temp/ID%20old%20size.jpg  http://iritscen.oni2.net/temp/ID%20new%20new%20size%202.jpg (new ID has its feet below the floor)
:::::#From the walkway, one can see that the forearms used to have a flatter curve across the tops and taper off at the back. We think they're also shorter on the old ID, but obviously the tapering off of the arms is probably adding to that impression.
:::::#The head may be a tad wider now across the top, but it definitely used to taper off more at the back, on the old model.
::::::Do you think you can fix these issues? I know they aren't your fault, sorry to make more work for you, but I think the ID will look sleeker with these changes. And let us know if you aren't seeing something the way we are. --[[User:Iritscen|Iritscen]] 22:06, 8 September 2009 (UTC)
::::::My bad - I didn't like the concave on the rear tip's underside, and so I lopped it. Looks to me, with a better look at that pic on the left, that it should have instead been fleshed out under the tail.
::::::The foot-shield-shell thing (aka: calf) side housing needs correction too, behind and along side the shin guard where the flame ports are.
::::::I see what you mean about it's face. I thought that was a smoothing glitch, before, but now I see what you pointed out - slightly pointy at the eye. Less slabby is good, but it's head is basic rounded, but square, face-on.
::::::Now it looks too big. Thing is, it's kneeling in that pose. It can't drop down much more from there - whereas, the original one is up and walking.
::::::and I just exported animations for it too  ): - [http://www.youtube.com/watch?v=ht7KrEaImzo youtube] good practice anyhow
:::::::The walking animation is awesome! Can't wait to try it in the game. [[User:EdT|EdT]]
::::::Just to add a little more information, if you look at the following screenshot:
::::::http://edt.oni2.net/temp/ID_Size.jpg
::::::I positioned the ID as close as I could to the one in the trailer.  From this point of view, the height looks correct, but, the ID's depth (From the front to the back) is too long, and the width could be slightly narrower. [[User:EdT|EdT]]
==Explosion Discussion==
WOOT!  The Iron Demon goes boom: http://edt.oni2.net/temp/ID_Boom.wmv
[[User:EdT|EdT]]
:Pretty cool, EdT -- now, is that the explosion we were looking at yesterday? Because I don't see any smoking debris flying away from the scene.... --[[User:Iritscen|Iritscen]] 19:20, 5 September 2009 (UTC)
::Updated the video with the full power of the env_bomb_e01 particle.  I couldn't get it to work on its own, so I used the mad_e01 (Mad Bomber's particle) as the basis, they copied the links from the env_bomb to mad_e01, the last explosion is from the mad bomber's particle, so sometimes, you can see the boot as one of the debries :-)  [[User:EdT|EdT]]
:::Looking great. I am inclined to say that we should actually drop the shockwave effect, as it seems inappropriate for a smallish mech's destruction. The explosion was intended for a powerful bomb that damages BGI HQ, after all, so I think the shockwave is a tad overkill for the ID. --[[User:Iritscen|Iritscen]] 03:27, 6 September 2009 (UTC)
::::I like the shockwave myself, though it could be downsized a little bit. Also, make the fire particles match closer to the actual mech's size. Thiugh it might be fine with the resize it needs anyways. [[User:Gumby|Gumby]] 16:06, 7 September 2009 (UTC)
:::::Well, if the shockwave could just not sweep over the entire map, I would be happier. Would it look good, though, if it faded out before getting really huge? I don't know how else we would make it smaller. --[[User:Iritscen|Iritscen]] 16:36, 7 September 2009 (UTC)
::::::I had a chat with Loser yesterday and he will work on the explosion.  So we can leave it in his hands :-) [[User:EdT|EdT]]
::::::I didn't realize it was that huge. Just add the <FadeToDeath> tag (or whatever its called) to the <Start> tag of the particle. [[User:Gumby|Gumby]] 17:59, 7 September 2009 (UTC)
==Animation Discussion==
Working on a workflow for animation. Made a dependencies and xml browser to help me get with the program
It doesn't even use idle, does it? It's always running, right? So for starters I should work on anims from the run set? --[[User:Bobbysoon|Bobbysoon]] 19:41, 6 September 2009 (UTC)
::I think we need these animations:
:::-Idle - simple Iron Demon standing
:::-Turn left / Turn right - simple Iron Demon standing, but during this animation he rotates around his axis a bit left/right. Maybe you can give him a slight movement of legs to make it look better.
:::-Run forward left leg / Run forward right leg - these two will be alternating to make Iron Demon run forward. His "run" should look similar to Mutant Muro's movement ( slow and heavy ), but ID should move more robotic - like.
:::-Run backward left leg / Run backward right leg - just reversed versions of aforementioned, used for backpedaling
:::-Runstart forward / Runstart backward - transition animation, starts from idle, moves one leg a bit forward so it can smoothly transit to either left leg or right leg run animation. You can choose which one, that does not matter.
:::-Runstop forward / backward - opposite of those two above.
:I guess that should be enough for the beginning. Later we can add more. --[[User:Loser|Loser]] 20:29, 6 September 2009 (UTC)
bobbysoon, I watched your animation on YouTube as linked to above. Looks like you got the mechanics down perfectly. Now, help a confused guy out. Is that intended to be a walk or a run? And what did you mean about the model kneeling? --[[User:Iritscen|Iritscen]] 02:24, 9 September 2009 (UTC)
:That's walking. Here's a [http://www.youtube.com/watch?v=gS8Iiy2_Z-g side view], starting with kneeling and standing full height at the end. --[[User:Bobbysoon|Bobbysoon]] 04:29, 9 September 2009 (UTC)
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