OBD talk:TRAM/raw0x0C: Difference between revisions
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(changing pelvis height?) |
(insights) |
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[[User:EdT|EdT]] 17:37, 1 June 2008 (CEST) | [[User:EdT|EdT]] 17:37, 1 June 2008 (CEST) | ||
:The animation you're looking at has 0x8C=140 frames (lasts for 2.333... seconds), so if you want to modify the height track, you'll have to modify not one but 140 floats, starting at 0x240, in TRAMTANCOMthrow_fw_k.oni | |||
:Probably it will look OK if you just apply that factor of yours to every one of those 140 floats (effectively scaling the height track down as a whole). Technically, though, the proportions of the lower-body skeletons are a bit different for males and females (the relative length of thighs and calves, the relative width of the hips, etc). Applying an overall factor will not handle these differences 100% accurately, but it should be a minor effect. | |||
:Another thing you can try is derive Motoko from a Ninja instead of Konoko. She would have a male-sized body with essentially female proportions and would use TRACninja_animations as her basic set. You would then apply a single scale factor in the ONCC to bring her size back to Konoko's. | |||
:This will allow Motoko to use a wide array of male moves without you having to hack the height track for every one of them. Of course, you will then have the opposite problem ("sinking" rather than hovering) for female moves, but from what I have seen there's a minority of those, and since females are quicker, lighter on their toes or even airborne during most of their combos, the overall effect should be more satisfactory, even without hacking the height tracks. | |||
::[[User:Geyser|geyser]] 18:45, 1 June 2008 (CEST) |
Revision as of 16:45, 1 June 2008
I have been trying to change the pelvis height of TRAMTANCOMthrow_fw_k.oni so that Motoko (Konoko) can use that move without hovering in the air. I changed the pelvis height position at 0x0240 from 0B0C1241 (float 9.12794) to DF200041 (float 8.00803), however, she still hovers using that move, as well as the other moves intended for larger characters.
Any insights will be appreciated.
EdT 17:37, 1 June 2008 (CEST)
- The animation you're looking at has 0x8C=140 frames (lasts for 2.333... seconds), so if you want to modify the height track, you'll have to modify not one but 140 floats, starting at 0x240, in TRAMTANCOMthrow_fw_k.oni
- Probably it will look OK if you just apply that factor of yours to every one of those 140 floats (effectively scaling the height track down as a whole). Technically, though, the proportions of the lower-body skeletons are a bit different for males and females (the relative length of thighs and calves, the relative width of the hips, etc). Applying an overall factor will not handle these differences 100% accurately, but it should be a minor effect.
- Another thing you can try is derive Motoko from a Ninja instead of Konoko. She would have a male-sized body with essentially female proportions and would use TRACninja_animations as her basic set. You would then apply a single scale factor in the ONCC to bring her size back to Konoko's.
- This will allow Motoko to use a wide array of male moves without you having to hack the height track for every one of them. Of course, you will then have the opposite problem ("sinking" rather than hovering) for female moves, but from what I have seen there's a minority of those, and since females are quicker, lighter on their toes or even airborne during most of their combos, the overall effect should be more satisfactory, even without hacking the height tracks.
- geyser 18:45, 1 June 2008 (CEST)