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Krankzinnig

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Posts posted by Krankzinnig

  1. Entity is a 3D Puzzle Exploration RPG developed in Leadwerks. Smallish team, consists if me programming and mapping everything, and some artists/writers. I will update this topic more when I get more updates.

     

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  2. My animation is working really well, doesn't seem to be starting on the wrong frame or anything, its just an issue of the blending so it doesn't look as choppy. I still don't get what you meant about the blend. I tried setting the blend by decreasing the idle by 0.01 and increasing the walk by the same value. I also set the min/max so it would reset after it hit those values. My character just walks as normal and I really do not notice any blending. (Yes I did set the Blend parameter).

  3. Just wanted to start off saying I have read the animation tutorial pdf countless times and cannot figure out how the blend works with idle. I don't get the blend += 0.01 part. I get what it does but I don't get where the value comes from and how I can set up to 48 different animations. I want to wrap this up into a class so I need to know what values I can increment by for blend. Here is some of my existing animation code:

     

                   if(KeyDown(KEY_W) && !KeyDown(KEY_LSHIFT))
    	{
    		MoveSpeed = 1.5f;
    
    		if(HasSword)
    		{
    			// Animate the Walk Forward sequence with sword
    			FrameBegin = 600.0f;
    			FrameEnd = 640.0f;
    			Frame = AppTime() / 100.0f * 2.0f;
    			Frame = fmodf(Frame, FrameEnd - FrameBegin) + FrameBegin;
    			Animate(Player, Frame, 1.0f, 0, true);
    		}
    
    		else
    		{
    			// Animate the Walk Forward sequence
    			FrameBegin = 10.0f;
    			FrameEnd = 50.0f;
    			Frame = AppTime() / 100.0f * 2.0f;
    			Frame = fmodf(Frame, FrameEnd - FrameBegin) + FrameBegin;
    			Animate(Player, Frame, 1.0f, 0, true);
    		}
    	}
    
    	else if(KeyDown(KEY_S) && !KeyDown(KEY_W) && !KeyDown(KEY_A) && !KeyDown(KEY_D))
    	{
    		MoveSpeed = 1.3f;
    
    		if(HasSword)
    		{
    			// Animate the Walk Backward sequence with sword
    			FrameBegin = 645.0f;
    			FrameEnd = 685.0f;
    			Frame = AppTime() / 100.0f * 2.0f;
    			Frame = fmodf(Frame, FrameEnd - FrameBegin) + FrameBegin;
    			Animate(Player, Frame, 1.0f, 0, true);
    		}
    
    		else
    		{
    			// Animate the Walk Backward sequence
    			FrameBegin = 55.0f;
    			FrameEnd = 95.0f;
    			Frame = AppTime() / 100.0f * 2.0f;
    			Frame = fmodf(Frame, FrameEnd - FrameBegin) + FrameBegin;
    			Animate(Player, Frame, 1.0f, 0, true);
    		}
    	}
    

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