Search found 780 matches

by jhooks1
03 Feb 2013, 20:30
Forum: General Development
Topic: Animations 2013
Replies: 260
Views: 95268

Re: Animations 2013

It affects through physics I am guessing, so the character does move in the actor orientation.

EDIT: I am going to look at your branch
by jhooks1
03 Feb 2013, 20:26
Forum: General Development
Topic: Animations 2013
Replies: 260
Views: 95268

Re: Animations 2013

So the way the actor is facing does not really affect anything yet? Strafing and moving forwards at the same time does make things more difficult. The forward/backward animation seems to play in these instances.
by jhooks1
03 Feb 2013, 19:45
Forum: General Development
Topic: Animations 2013
Replies: 260
Views: 95268

Re: Animations 2013

For this discussion let's ignore swimming and levitation.

I am a little off on all the details of your implementation. For mDirection is (0,-1,0) walking backwards; (0,1,0) forwards? What is strafing left and strafing right?
Are there any more directions implemented yet (jumping)?
by jhooks1
03 Feb 2013, 19:14
Forum: General Development
Topic: Animations 2013
Replies: 260
Views: 95268

Re: Animations 2013

True, and I think there is a way to handle those situations. But the way I described I think is going to work a lot better than using a normalized vector for mDirection. Using a quaternion to represent the forward direction allows the animation to do whatever the hell it wants really (forward, backw...
by jhooks1
03 Feb 2013, 18:34
Forum: General Development
Topic: Animations 2013
Replies: 260
Views: 95268

Re: Animations 2013

Something needs to be redesigned about mDirection then. If you think about when you are playing morrowind, when you want to move backwards your rotation does not change. You keep your mouse in the same place and press the 's' key instead of 'w'.

movement = ActorOrientation * movement should work.
by jhooks1
03 Feb 2013, 18:15
Forum: General Development
Topic: Animations 2013
Replies: 260
Views: 95268

Re: Animations 2013

Backwards shouldn't break, the calculation should work. Your quaternion is pointed in a good forward direction, but movement will be somewhat negative. Then they are multiplied together.
by jhooks1
03 Feb 2013, 18:01
Forum: General Development
Topic: Animations 2013
Replies: 260
Views: 95268

Re: Animations 2013

Hmm...

I meant that you could change mDirection from a normalized vector into a rotation.

Then do:
movement = mDirection * movement;

Not sure if this would help anything now though.

EDIT: So you are not taking the length anymore.
by jhooks1
03 Feb 2013, 17:46
Forum: General Development
Topic: Animations 2013
Replies: 260
Views: 95268

Re: Animations 2013

Can you do movement * QUATERNION (for mDirection)? I think that may work and allow unique zigzaging.
by jhooks1
03 Feb 2013, 17:36
Forum: General Development
Topic: Animations 2013
Replies: 260
Views: 95268

Re: Animations 2013

It also makes it so an animation can only move in one direction; for example, when walking forward any side-to-side movement is purely cosmetic and won't cause collisions. I'm thinking about this, the normalized vector method you are using may be right in this respect. If you think about it one fra...
by jhooks1
31 Jan 2013, 02:11
Forum: General Development
Topic: Animations 2013
Replies: 260
Views: 95268

Re: Animations 2013

In the new character controller, will the bip01 current rotation rotate the collision shape around all 3 axes (yaw, pitch, roll (do we need roll?))? In our newtrace for pmove, we never actually factored in rotations in the trace (so in reality the box didn't actually turn, its direction just changed...