Animation Cycles and object interaction
Posted 20 January 2013 - 12:01 AM
Character is viewed sideways and is always running, the user encounters various objects "coming at him". The user has a button that will make the character jump over the obstacles in a freerunner kind of fashion. This could mean for instance that the character will plant his hand onto a box and swing his body over it.
User pushes the right button at the right time, his hand is planted succesfully on the obstacle and the jumping animation is played.
How do I account for badly timed jumps? Best case I would want there to play some kind of collision animation even better would be to make the character start his jump but then make the model go into ragdoll mode when no handplant is detected causing the character to fall.
Am I getting myself into advanced territory here or is this something that can be achieved by a beginner? I am indulding my own imagination for this project and havn't really thought about how feasible these kinds of things are. I can manage the modeling and animation. But the interaction of an animated character with a static object is something that alludes me.
Any tips, comments, suggestions are greatly appreciated!
Posted 20 January 2013 - 12:25 AM
If you get the ragdoll stuff working and have time, you could spice it up a bit by adding some grotesque physics-based deathtraps that the character will fall into if he fails a jump - like some giant gears that he gets stuck in, platforms that slam him around or a stack of crates that fall on him, etc. The nice thing is that all that stuff should be relatively easy to do once you have the physics engine and the ragdoll system going.
Posted 21 January 2013 - 09:18 AM
Posted 21 January 2013 - 12:28 PM
Posted 21 January 2013 - 01:32 PM
I would say you are getting into advanced territory if you do get involved with either of those two topics. Judging by the sound of your game, I believe you'll be fine just by exporting static animations and blending between them when it's time to do so. It depends though, because there's many recovery options available to you and depending on how you want the end product to look, it will affect the amount of effort you will need to put in. It's not uncommon for instance where I see games just blink a character model as it ghosts through the object taking damage for hitting it. Or death sequences that play out, but you may still be falling even after the sequence completes. Not AAA quality mind you, but enough to get the point across. Still, if you're up to it you can investigate the above two topics. They are a must if you ever want a career in writing skeletal animation systems for games.
Posted 21 January 2013 - 02:04 PM
Posted 22 January 2013 - 02:47 AM
and use that to determine when to play the fall animation but I doubt that would be an enjoyable game
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