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OBD:OBOA: Difference between revisions

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;Script IDs of grouped objects
;Script IDs of grouped objects
:Objects animated synchronously (e.g. a vehicle and its wheels) are typically set with a continuous range of script IDs: all related script commands, from '''obj_create''' to '''obj_shade''' to '''env_anim''' operate not on single objects but on ''ranges'' of objects (e.g., '''obj_create 10 12''' creates objects 10 through 12).
:Objects animated synchronously (e.g. a vehicle and its wheels) are typically set up with a continuous range of script IDs: all related script commands, from '''obj_create''' to '''obj_shade''' to '''env_anim''' operate not on single objects but on ''ranges'' of objects (e.g., '''obj_create 10 12''' creates objects 10 through 12).
:Contiguous objects can move as a rigid "whole", or there can be some relative motion within the group (e.g., wheels turning, doors opening, rotors tilting). This is because each object belongs to a separate OBOA element and thus has its own animation, assigned at creation or via script ID.
:Contiguous objects can move as a rigid "whole", or there can be some relative motion within the group (e.g., wheels turning, doors opening, rotors tilting). This is because each object belongs to a separate OBOA element and thus has its own animation, assigned at creation or via script ID.
:The hierarchy of contiguous objects in the original scene (as modeled by the developers) is typically not known. It makes sense for wheels/doors to be "parented" to a vehicle's chassis, but at Oni level there is no parenting, i.e., both the chassis and the wheels are animated in world space.
:The hierarchy of contiguous objects in the original scene (as modeled by the developers) is typically not known. It makes sense for wheels/doors to be "parented" to a vehicle's chassis, but at Oni level there is no parenting, i.e., both the chassis and the wheels are animated in world space.