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
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- 03 Feb 2013, 20:30
- Forum: General Development
- Topic: Animations 2013
- Replies: 260
- Views: 95268
- 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.
- 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)?
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)?
- 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...
- 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.
movement = ActorOrientation * movement should work.
- 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.
- 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.
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.
- 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.
- 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...
- 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...