2011-04-14, 04:44 AM
OK ive done some more work on the knight thanks to your skeleton'ing John.
I have some interesting things to note....you may already know this and very well may have posted about it on Holy Diver's site but it is down at the moment and I can't read the posts you have there or make a new post about this, so I am posting here until his site is back up.
When I used your skeleton I successfully had the enemy/npc moving foward toward the player, everything works as desired except I now have the landshark problem.
So I did some testing, I added a bone not attached to any object and had it move with the model during the walking animation...didnt change anything as far as the landsharking is concerned, but it did pin my enemy to the 0,0,0 point and wouldnt advance toward the player...not even during the animation that would typically move it forward (so if you have an unanchored bone it will totally pin your model to the start point)
Next, I added a new object, tagged the new bone to it and created an anchor...this new object set was not attached to the main model skeleton whatsoever but sat at the y=0 placement. I animated it to follow the the rest of the skeleton and tested it in game. This corrected the landshark, and the enemy moved forward during the animation but still reset to its 0 point once animation completed.
So I guess what this means is if you have an object not joined to the rest of the model it breaks its ability to move forward for sure, hence why my original skeleton would not advance. So that mystery is definitely solved...(I know for sure youve already addressed that but I just wanted to mention unlinked objects are a nono for everyone that may not have caught it earlier in the posts).
The interesting thing is I would assume since this singular object was on the floor and x2mdl generated a model for SOM that allowed it to walk above that Holy Diver's program must be simply setting the lowest object's control point to Y=0 by default, so the question is, can he make it so the control point stays where it should in the model or can we find a way to put a dummy object at Y=0 without breaking the model's ability to move forward.
I will email him this post since his site is down along with the attached .x files - one with the object at the feet and one without so he can see the difference.
Once again, thanks john for putting that skeleton together, makes me feel alot better to know why the one i made wasnt working.
I would like to ask you something though, if I recall skimming Holy Diver's forum you mentioned there was a way to move bones individually during an animation so I could accomplish something like the falling apart death animation. Can you let me know how that is done, I am ready to make his dying animation :)
Thanks!
I have some interesting things to note....you may already know this and very well may have posted about it on Holy Diver's site but it is down at the moment and I can't read the posts you have there or make a new post about this, so I am posting here until his site is back up.
When I used your skeleton I successfully had the enemy/npc moving foward toward the player, everything works as desired except I now have the landshark problem.
So I did some testing, I added a bone not attached to any object and had it move with the model during the walking animation...didnt change anything as far as the landsharking is concerned, but it did pin my enemy to the 0,0,0 point and wouldnt advance toward the player...not even during the animation that would typically move it forward (so if you have an unanchored bone it will totally pin your model to the start point)
Next, I added a new object, tagged the new bone to it and created an anchor...this new object set was not attached to the main model skeleton whatsoever but sat at the y=0 placement. I animated it to follow the the rest of the skeleton and tested it in game. This corrected the landshark, and the enemy moved forward during the animation but still reset to its 0 point once animation completed.
So I guess what this means is if you have an object not joined to the rest of the model it breaks its ability to move forward for sure, hence why my original skeleton would not advance. So that mystery is definitely solved...(I know for sure youve already addressed that but I just wanted to mention unlinked objects are a nono for everyone that may not have caught it earlier in the posts).
The interesting thing is I would assume since this singular object was on the floor and x2mdl generated a model for SOM that allowed it to walk above that Holy Diver's program must be simply setting the lowest object's control point to Y=0 by default, so the question is, can he make it so the control point stays where it should in the model or can we find a way to put a dummy object at Y=0 without breaking the model's ability to move forward.
I will email him this post since his site is down along with the attached .x files - one with the object at the feet and one without so he can see the difference.
Once again, thanks john for putting that skeleton together, makes me feel alot better to know why the one i made wasnt working.
I would like to ask you something though, if I recall skimming Holy Diver's forum you mentioned there was a way to move bones individually during an animation so I could accomplish something like the falling apart death animation. Can you let me know how that is done, I am ready to make his dying animation :)
Thanks!
- Todd DuFore (DMPDesign)
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