User talk:Bobbysoon: Difference between revisions

geyser's comments
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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)
Comments from geyser, by email: [[User:EdT|EdT]]
Note that, during an animation, bones can only *rotate*
with respect to each other, so parallel shift, like recoil
or a retractable gun pod, can only be implemented in a
rather hackish way (as a rotation with respect to a center
that is very far away from the character's body parts). I'd
rather suggest to forget about the chin-mounted cannon
(which is an original invention by Seventeen Seconds,
and doesn't really put the chainguns to shame at all).
It may be useful to compensate for the Iron Demon's
limited ability to rotate, but the point is moot in the
absence of any animation at all. Forget it for now.
As for the chainguns, I'd allow them to rotate on their
long axis, just the way miniguns or Gatling guns do.
Note that in the original concept the guns have three
barrels each, as opposed to 17secs's rendition, and
I think we should bring back that aspect of the model.
I think it's too early to think of the weapons, anyway.
There's plenty of stuff to do on the animation front.
2)
Bobbysoon's comment on inconsistent units is relevant,
but incorrect. Oni's world units are decimeters, and so is
the output of OniSplit: centimeters have nothing to do with
it. The problem is that early versions of the exporter got the
the meaning of the "meter" factor wrong. This will be fixed.
3)
I wouldn't spend any time on weapons right now. The Iron
Demon is worthless unless it has a convincing walk/turn
mechanism. And if he is essentially a stationary turret,
then weapon attachment is a snap anyway (cf camera).
Therefore I suggest you guys concentrate on the lower
body animation (shifting weight from one leg to the other,
walking, turning, stomping/kicking/shockwave attacks).
The upper body can be kept rigid at this point, and its
hierarchy is irrelevant. I'd keep it consistent with Oni's
generic skeleton, though, because Neo is right about
the weapon attachment: the bone index is determined
based on a mere flag in ONCC settings. The position
of the gun is snapped to the bone that has either the
index 18 or 14: this is hardcoded, and the best way
to ensure predictable behavior is to keep everything
consistent with the generic hierarchy of body parts.
Likewise, renaming bones is a bad idea, especially
if it's only a matter of personal convenience. Point
is, the modeling tool will sort siblings by name and
this will affect their order in the COLLADA file, and
this in turn will affect the order in which the bones
are stored in Oni, hence, again, a possibly broken
weapon attachment. Unless Bobbysoon is already
quite confident with the rigging and animating of
Oni's regular humanoids, I wouldn't advise him to
seek out any customization at all; it just isn't fair.
If he sticks to the usual bone names and hierarchy,
everything should be fine.
4)
I understand that Bobbysoon feels like modifying the
hierarchy of the skeleton, but this can and must be
avoided. The structure of the upper body is actually
quite rigid, and the animations will be few, so it is
quite possible (although not necessarily intuitive) to
design an animation scheme that is consistent with
the topology of Oni's generic "humanoid" skeleton.
The relative placement of the body parts will require
some creativity, as well as all the relative rotations,
but modifying the hierarchy is right out of question,
at least until Neo or I write up something definitive
about weapon attachment and aiming screens: it
is important to understand that the basic animating
will involve aiming screens and turning animations;
Bobbysoon should come to terms with this ASAP.
Bottom line: keep the upper body rigid, and focus
on the lower body. Start with weight-shifting from
one leg to the other, because that will be the main
ingredient of walking for a robot of that size (hence
the massive feet), and also of aiming and turning.
I might provide some illustrations of what I mean,
but I have no clear idea of my free time right now.
5)
Another thing that needs to be done is cosmetics.
Seventeen Seconds's model has some non-planar
quads that have been triangulated in inconsistent
ways on the left and right side of the model: these
should be fixed. More generally, normals will need
some more work: they should be recomputed using
hard edges where appropriate, and also angle-based
weights for adjacent polygons, for a better look ^_^
I know this is overly technical, but Bobbysoon may
know what I'm talking about. I'm not sure 3DS Max
supports angle-weighted normals; Mod Tool does.
830

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