Search found 780 matches
- 21 Feb 2013, 05:48
- Forum: General Development
- Topic: Animations 2013
- Replies: 260
- Views: 95297
Re: Animations 2013
The bullet character controller has many problems, as I mentioned earlier. EDIT: It may be better now, it's had a while to develop further. I don't know. EDIT2: It is pretty solid as a character controller though. If you could fix the floor falling bug, get the character falling correctly, fix the r...
- 21 Feb 2013, 05:46
- Forum: General Development
- Topic: Animations 2013
- Replies: 260
- Views: 95297
Re: Animations 2013
Chris, I mentioned the kinematic controller provided by bullet in several posts earlier in this thread. We used it in the past even, see openmw .10.
See page 1 and 2 of this thread.
See page 1 and 2 of this thread.
- 21 Feb 2013, 01:44
- Forum: Organisation and Planning
- Topic: Team Page and credits.txt
- Replies: 27
- Views: 13890
Re: Team Page and credits.txt
Looks like Chris (KittyCat) needs to be added
- 17 Feb 2013, 19:42
- Forum: Organisation and Planning
- Topic: OpenMW 0.21.0
- Replies: 149
- Views: 60523
Re: OpenMW 0.21.0
Video looks good to me
- 14 Feb 2013, 23:47
- Forum: General Development
- Topic: Animations 2013
- Replies: 260
- Views: 95297
Re: Animations 2013
Chris, if you want to add in snapping to MovementSolver, it is very simple in concept. I could point out to you where I added it into the pmove code, iirc I used 32 as the snap size.
- 14 Feb 2013, 17:33
- Forum: General Development
- Topic: Animations 2013
- Replies: 260
- Views: 95297
Re: Animations 2013
I don't know if physics need snapping or not, I haven't tried out your code nopoe.
But morrowind does snap immediately to the ground instead of falling if you step off a low ledge. You could possibly use STEPSIZE for the snap size.
But morrowind does snap immediately to the ground instead of falling if you step off a low ledge. You could possibly use STEPSIZE for the snap size.
- 14 Feb 2013, 13:49
- Forum: General Development
- Topic: Animations 2013
- Replies: 260
- Views: 95297
Re: Animations 2013
Your understanding of steps is spot-on except for one thing. Stepping moves up STEPHEIGHT, then along the vector velocity*deltatime and then back down STEPHEIGHT. So it doesn't snap the user to the ground unless the ground is higher in the new position than the old one. Snapping basically detects i...
- 06 Feb 2013, 03:26
- Forum: General Development
- Topic: Animations 2013
- Replies: 260
- Views: 95297
Re: Animations 2013
Nopoe, Maybe you can have movement solver do two different steps, 30 and 5. Have the code compare the distance traveled between both, the farther distance is used. This may help with the ceiling problem. 5 is just a guess, you may need to use something much lower. EDIT: A fun fact, in morrowind you ...
- 05 Feb 2013, 00:52
- Forum: General Development
- Topic: Animations 2013
- Replies: 260
- Views: 95297
Re: Animations 2013
The direction comes from MWWorld::Class::getMovementVector(), which provides a 'wanted' direction in the actor's local space. An actor that wants to walk forward has +Y, an actor that wants to jump up has -Z, etc, and any combination thereof (e.g. an actor that wants to walk forward, to the right, ...
- 03 Feb 2013, 21:14
- Forum: General Development
- Topic: Animations 2013
- Replies: 260
- Views: 95297
Re: Animations 2013
Oh, so we are still using pmove (doPhysics)? We are throwing in movement vectors now based off animation inputs? Same as before but now animation can provide input? I didn't realize that, I thought we had moved on to something completely different.