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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. |
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