Best animation method.
Posted 05 June 2005 - 06:54 PM
For gameplay, I don't really understand how to do skeletal animation when you define the movements in code but in key framing you cannot control physics (that well).
In gameplay, I will rarely use physics and have everything controlled by key frames, except for clothing (a brain-killing concept, don't you think?) so I think key framing will suit me.
However, I would like freedom to apply physics to anything I wish, so I would really love some input as to what, how, and why to choose a method.
Possibly some referance to a physics and animation engine that has the capacity to do what I require.
Thanks in advance.
Posted 05 June 2005 - 07:28 PM
Keyframe can do everything you need, cinematic scripts ect.. Its only big downfall is you wont be able to interact with physics, or reach out for objects ect. In a non-commercial game, that's nowhere near as big a deal as it sounds.
Posted 11 June 2005 - 05:23 AM
Posted 11 June 2005 - 04:28 PM
Posted 11 June 2005 - 06:47 PM
Posted 11 June 2005 - 11:50 PM
Posted 12 June 2005 - 01:01 AM
Posted 15 June 2005 - 07:02 AM
computer animation is an extremely huge topic. i rather not argue with what others opinion. i see computer animation as two broad field. animation controlled by user(which is keyframe animation) and animation controlled by constraint(usually physical based animation). old games usually resort to keyframe animation for its low cpu comsumption. newer games like counterstrike source, implements two fold animation systems. keyframe(or something similar) and ragdolls systems. when the player walks, the engine animate the model using keyframe animation. but when the player died, it switches to ragdolls systems. this kind of technique is widely used in games(hitman, max payne etc).
fight night is different. without further ado here's the link http://www.city-net....olio/index.html
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