Is there a way to choreograph pawn animations, such as having two characters wrestling, or a policeman arresting a suspect?
If this were to be done by animating Pawns separately, pawns would have to placed exactly within the level in order to synchronize with each other.
Does anyone have experience of doing this?
Multi Figure Animations?
Re: Multi Figure Animations?
Well for the wrestlers you could merge 2 actors in milkshape and animate the seperate skeletons and with scripting you can do all the fight scenes. With the policeman thing you could have 1 pawn for pc another for the felon and a third that is a combination of the two doing the animations as for the wrestlers. When the pc comes in contact with the felon you would remove the individual actors and replace them with the combined actors. you will have to do a lot of scripting to achieve your goal but it is certainly doable.
- blutwurstchen
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- Joined: Wed Mar 19, 2008 8:51 pm
Re: Multi Figure Animations?
Thanks for all your help. I have a few more questions:
Is there an entity that can switch actors, or can it only be done by scripting?
Which command actually switches the actors?
Thanks
Is there an entity that can switch actors, or can it only be done by scripting?
Which command actually switches the actors?
Thanks
Re: Multi Figure Animations?
I would use script points, and rotate/move the actors till in relation to each other, they are facing each other, or however you want them to be. I'm not totally sure if you can attach script points to actors, but I think you can, so you would order PawnA to move to PawnB's script point, and rotate him so that he is facing PawnB, then they both start their wrestle animations, or whatever. That way they are seperate, and have their own health. I was thinking of using this for making a car/horse that can be ridden, so you move DriverA to CarA's script point by it's door, then play the opening car door animation, for each pawn.
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- blutwurstchen
- Posts: 57
- Joined: Wed Mar 19, 2008 8:51 pm
Re: Multi Figure Animations?
That's an interesting idea. I'm going to try something like that with a horsedrawn cab. There's no reason for the horse to be a separate pawn, but it would be good if I could make the driver jump down from his seat and run after non-paying customers. That way I could use other mot files that I've made for other pawns.
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