skeletal human animations [UPDATED]
@devsh: hehe ok but I'm not the one who creates all the animation equations. Maybe you want to do this ? Joke apart, like I said some posts above, it isn't really efficient and a good way to create all animations by specific equations like it is now. The only way out would be using splines to be able to create also animations which are not cycled, and to get the possibility of modifying the animations on the fly by physics etc.
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i could make fear... (or flinch) if we had uniform set of bones with uniform names
i would make a function in where you give the position of the threat and depending on how far it is the character would either "jump" and turn his head round quickly and lean away from the threat. If the threat was close and terrifying the character would flinch and protect itself with hands.
next step up would be to have tiny AI that decides how to combine this with running and head turning.
i would make a function in where you give the position of the threat and depending on how far it is the character would either "jump" and turn his head round quickly and lean away from the threat. If the threat was close and terrifying the character would flinch and protect itself with hands.
next step up would be to have tiny AI that decides how to combine this with running and head turning.
Cool project.
I am getting some errors though
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|10|error: expected `)' before '*' token|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|16|error: `cEventReceiver' has not been declared|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|16|error: ISO C++ forbids declaration of `eventReceiver' with no type|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|24|error: expected `)' before '*' token|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: variable or field `handleInput' declared void|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: `int cInput::handleInput' is not a static member of `class cInput'|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: `cEventReceiver' was not declared in this scope|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: `eventReceiver' was not declared in this scope|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: expected primary-expression before '*' token|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: `skeleton' was not declared in this scope|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: initializer expression list treated as compound expression|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: expected `,' or `;' before '{' token|
The example works but when i use it in my project i get those errors. Any ideas?
Also, will this allow me to play multiple animations at the same time? For example a character running and reloading a gun.
I am getting some errors though
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|10|error: expected `)' before '*' token|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|16|error: `cEventReceiver' has not been declared|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|16|error: ISO C++ forbids declaration of `eventReceiver' with no type|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|24|error: expected `)' before '*' token|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: variable or field `handleInput' declared void|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: `int cInput::handleInput' is not a static member of `class cInput'|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: `cEventReceiver' was not declared in this scope|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: `eventReceiver' was not declared in this scope|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: expected primary-expression before '*' token|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: `skeleton' was not declared in this scope|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: initializer expression list treated as compound expression|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: expected `,' or `;' before '{' token|
The example works but when i use it in my project i get those errors. Any ideas?
Also, will this allow me to play multiple animations at the same time? For example a character running and reloading a gun.
multum in parvo
Nevermind, i fixed it.Cool project.
I am getting some errors though
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|10|error: expected `)' before '*' token|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|16|error: `cEventReceiver' has not been declared|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|16|error: ISO C++ forbids declaration of `eventReceiver' with no type|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|24|error: expected `)' before '*' token|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: variable or field `handleInput' declared void|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: `int cInput::handleInput' is not a static member of `class cInput'|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: `cEventReceiver' was not declared in this scope|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: `eventReceiver' was not declared in this scope|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: expected primary-expression before '*' token|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: `skeleton' was not declared in this scope|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: initializer expression list treated as compound expression|
E:\CodeBlocksGame\MarsCodeBlocks\Input.hpp|32|error: expected `,' or `;' before '{' token|
My other question still stands though, will this allow me to play multiple animations at the same time?
multum in parvo
Adler, mod it yourself
and by the way my mod makes the neck follow the camera target like x_ray's but it blends the animation. This is so when looking right the head doesn't suddenly turn left but it has a 0.4 second blend time.
As part of my euphoria clone, the character displays violent behaviour and cracks his neck like a serial killer
and by the way my mod makes the neck follow the camera target like x_ray's but it blends the animation. This is so when looking right the head doesn't suddenly turn left but it has a 0.4 second blend time.
As part of my euphoria clone, the character displays violent behaviour and cracks his neck like a serial killer
??? I don't think you understand what i am asking(or i don't understand what you are trying to say). Let me try to explain better. Let's say frames 1-10 are the character walking and frames 11-20 are the character reloading and i want him to walk and reload at the same time. Can i just tell the arms to play the reload animation and the legs to play the walking animation?Adler, mod it yourself
and by the way my mod makes the neck follow the camera target like x_ray's but it blends the animation. This is so when looking right the head doesn't suddenly turn left but it has a 0.4 second blend time.
As part of my euphoria clone, the character displays violent behaviour and cracks his neck like a serial killer
multum in parvo