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PostPosted: Fri May 23, 2008 7:58 pm 
Shake'n'Baker
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this is the sister thread to the game design marvel fighting game development thread. here ill be asking opinions and questions on design issues such as animation, environment design, music, menu layout and more. -Ben

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PostPosted: Fri May 23, 2008 8:22 pm 
Shake'n'Baker
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so anyway right off the bat lets get start off with some technical issues im having with character development. a little info about the tools im using: for music im using fruity loops proffessional, photo shop for image manipulation and blender 3d 2.44 i think it is for modeling and animation skinning. first off i would like to design props for the game that are dynamically destructable i.e. have frames of damage animation that are determined by collision location. more pressing now though is how to go about designing and rigging telescoping retractable tenticles for characters like omega red and dr. octopus. i am comfortable with blender and have a fair understanding of ik chains but im not sure im going to be able to set up a retractable tenticle system without being at least pointed in the right direction. any help would be appreciated thank you.

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PostPosted: Fri May 23, 2008 10:46 pm 
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Animation questions are probably better directed at a blender forum rather than a programming forum :P

That having been said, dragging bones around in a skinned model should work well enough for omega red if animated the texture UVs on the tentacles to avoid stretching. Potentially expensive in terms of polygons and bones though.


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PostPosted: Fri May 23, 2008 11:07 pm 
Shake'n'Baker
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you mean to tell me that none of you programmer types make or animate your own models? im sure one of you has a better answer than that... that was a joke i appreciate the input. plus at the moment i havent had any luck getting on a blender forum on my phone. anyway the thing about the engine im creating is that i dont need to export bones... but i need them to set up keyframes. anyway the problem im having isnt rigging a tenticle. its rigging a tenticle that can retract inside his body. ive searched for a tutorial on this but havent had much luck.

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PostPosted: Sat May 24, 2008 5:28 am 
Shake'n'Baker
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well keep any ideas on the omega red character coming... the reality is ill just have to play with it a little. the first character i model will probably be either hulk or juggernaut. being they are standard humanoid figures and they are going to be the simplest to rig an animate. they will also be the easiest to build the bare bones engine around. from there ill add more characters and features based on the need for features to support more advanced characters. if you follow me.

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PostPosted: Sat May 24, 2008 5:34 am 
Shake'n'Baker
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not to put anyone off or any thing but this forum seems a bit dead comparatively. for most the day i was the only registered user on .

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PostPosted: Sat May 24, 2008 8:13 am 
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yeah there's like 10 of us (20 tops) who ever post :yeah it's all good tho cos we're all very cool


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PostPosted: Sat May 24, 2008 9:41 am 
Babirusa
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The "die hard" group has been about max of 15 people since '96 (give or take a year) anyway :).

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PostPosted: Sat May 24, 2008 9:54 am 
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ricochet_rita wrote:
you mean to tell me that none of you programmer types make or animate your own models?
On occasion. I've never used blender though.

ricochet_rita wrote:
anyway the problem im having isnt rigging a tenticle. its rigging a tenticle that can retract inside his body
Squash it inside the body. It will appear to be extending/retracting rather than stretching/squashing if you animate the UV map co-ordinates to match when it moves.


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PostPosted: Sat May 24, 2008 2:18 pm 
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Maybe if you have some more specific questions about the C++ end... ;)


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PostPosted: Sun May 25, 2008 12:45 am 
Shake'n'Baker
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Sadistic Penguin wrote:
Maybe if you have some more specific questions about the C++ end... ;)
maybe i wil here in bit, im pretty good about hashing it out though. plus ive done my home work on alot of the things im trying to do... the tenticle was something i havent had any luck finding resources on anywere, let alone one that was game friendly. the problem with multipule uv maps is that blender can only export one with the mesh as a .x file. plus that seems to be alot of work for something that seemingly shoukd be simple. the code end of it is pretty self expanitory, im going to use the directx library, though im going to tailor certain parts of it to better suite what im doing. the tenticle thing was just one of those things that i knew i was going to get trouble from. youd think it would be easy to find info on anywhoo im sure im not the only person whos ran into this kind of erectile disfunction. hehehe bad joke. ill figure it out im pretty tenacious. thanks guys.

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PostPosted: Tue May 27, 2008 8:03 am 
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Late to this thread. I use Lightwave, Milkshape and some homegrown stuff for modelling and animation. LithUnwrap for skinning. HTH.

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