Author Topic: Bungling with tilesets  (Read 1806 times)

Legacy_Quevy

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Bungling with tilesets
« Reply #15 on: July 15, 2016, 05:12:20 pm »


               


I don't want to worry you but... You will need 2 oars and the character to sit in the middle operating them, otherwise the boat would (in the real world at least) go around in circles. Also the character will need to sit facing aft (away from the pointy end) otherwise the boat would go backwards.


 


TR




 


Hello, as Frith says, rowing with one oar to 2 hands the sense of rowing is accurate only if you use the brackets as a lever for rowing you have to sit down.

As for the row in circles I know of this, unfortunately still are not expert enough to create an animation that changes the side of the boat to row.

The decision to sit on the side of the boat is given by the need of the oar did not intersect the starboard side of the boat.

 

My intention is to create a working version but not real for our pw, once acquired quite familiar with animations, make a real version with double oars and seat aft. I always I have ability.


               
               

               
            

Legacy_Quevy

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Bungling with tilesets
« Reply #16 on: July 16, 2016, 11:51:19 am »


               
I was thinking about how to make the browsing height editable for each type of area.

 

Ideas are 2.

A positionable invisible 4x4 with walkmesh, adjusting the height to trickle all tileset with water caminabile possino be used. Maybe insert small colored textures point to help you position, maybe a wooden floating '<img'>

 

A trigger to regulate via scripting the height of the walkway.

You would in this way can change the height only if the boat phenotype is set. Best solution.

 

 

I would be more inclined to make the first, because I'm not a scripter, also because I do not know if the second is feasible.

What do you think?


               
               

               
            

Legacy_Quevy

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Bungling with tilesets
« Reply #17 on: July 24, 2016, 07:17:20 am »


               

I played a little with gmax and managed to create an oar.


21ngwax.jpg



               
               

               
            

Legacy_Quevy

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Bungling with tilesets
« Reply #18 on: August 10, 2016, 10:10:42 am »


               

'<img'>


 


14kv8eg.jpg


 


Test


 




               
               

               
            

Legacy_YeoldeFog

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Bungling with tilesets
« Reply #19 on: August 10, 2016, 02:29:18 pm »


               

I want that animation! '<img'>



               
               

               
            

Legacy_Quevy

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Bungling with tilesets
« Reply #20 on: August 10, 2016, 02:56:17 pm »


               

I actually am working to understand how to make a real swimming animation.



               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #21 on: August 11, 2016, 06:22:28 am »


               

You might want to do a search for the flying animations... you might have to trim them down a bit, not sure if they already have a "rise up to flight level" bit or are just a floating type, but at least you would get the body floating at a level that could be adjusted... then adding the moving arms and legs would not be as problematic.



               
               

               
            

Legacy_Quevy

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Bungling with tilesets
« Reply #22 on: August 11, 2016, 10:45:43 am »


               

This is exactly what I was doing '<img'>



               
               

               
            

Legacy_Quevy

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« Reply #23 on: August 11, 2016, 02:11:37 pm »


               


 


For now I'm focused on the movement of the legs, I'm not sure if I want to swim in freestyle and in a species as a hybrid with breaststroke.



               
               

               
            

Legacy_Killmonger

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Bungling with tilesets
« Reply #24 on: August 12, 2016, 12:20:00 am »


               

Do you swim?


If not:


Have a really good look at the way Olympic breast stroke swimmers really move.


 


Along the water but also through the water.


There is math involved but your keys need only capture the critical essence of motion.


The program will fill in the blanks.


 


Nice work so far.


 


Ps Consider a really nice treading water animation and move into it from there.