VeTaL Posted June 30, 2011 Author Share Posted June 30, 2011 I'm also thinking about composite models: afaik, in Crysis different enemies was constructed in such way, with different legs/bodies and so on. But how easy it would be to animate? Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
macklebee Posted June 30, 2011 Share Posted June 30, 2011 i dont know because i have never tried it personally... my modeling/animation skills right now are making a cube bounce up and down Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
VeTaL Posted June 30, 2011 Author Share Posted June 30, 2011 he-he Okay, looking like, a choise with composite model is the best as is solves both questions Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
VeTaL Posted July 4, 2011 Author Share Posted July 4, 2011 In that post i was talking about something like this TVec3 restPos = EntityPosition( m_handRest, 1); TVec3 handPos = EntityPosition( m_handTrigger, 1); float diffx = handPos.X - restPos.X; float diffy = handPos.Y - restPos.Y; float diffz = handPos.Z - restPos.Z; AlignToVector( m_entity, Vec3(diffx,diffy,diffz),3 ); TVec3 pos = EntityPosition(m_entity,1); trigPos = EntityPosition(m_triggerBone,1); diffx = pos.X - trigPos.X; diffy = pos.Y - trigPos.Y; diffz = pos.Z - trigPos.Z; trigPos = EntityPosition( m_handTrigger, 1); trigPos.X += diffx; trigPos.Y += diffy; trigPos.Z += diffz; PositionEntity(m_entity, trigPos, 1); Source Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
macklebee Posted July 4, 2011 Share Posted July 4, 2011 thats ok... i think i will just stick with 3 lines of code... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
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