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Pitch/Roll dummy model

10-20-2007, 05:00 AM#1
Ammorth
Im just wondering if it is even possible:

A dummy model that has animations for all combinations of roll and pitch. this would be 360 * 360 = 129600. Seeing as how I don't know much about modelling, I was wondering how big the filesize would be.

If that is too much, I guess 180 * 180 would be decent enough (32400).

Please note, this is not a model request. This is to see if something like this is even possible. If not, is there any other known way to do so?
10-20-2007, 04:53 PM#2
Toadcop
~8mb (in 360x360) case
~2mb (in 180x180) case
i think... i have calculated it earlyer.
10-20-2007, 05:38 PM#3
Ammorth
damn, that sucks... I guess there would be no other way to do it then, or am I missing something?
10-20-2007, 06:35 PM#4
Pyrogasm
Maybe you could do it by having a dummy model with a "head" bone that you could attach effects to, and then change what point it faces using SetUnitLookAt(...), as that takes X, Y, and Z values.
10-20-2007, 10:20 PM#5
Toadcop
Quote:
Maybe you could do it by having a dummy model with a "head" bone that you could attach effects to, and then change what point it faces using SetUnitLookAt(...), as that takes X, Y, and Z values.
it maybe bugged by huge ammount of usage cause it's a dynamical model control. + it works will delays... (cause of the orientation interpolation)
10-21-2007, 12:13 AM#6
Switch33
A function to turn bones to different angles(not recommended as it had some bugs):
http://www.wc3jass.com/viewtopic.php?t=55
And a model that is used for changing the z axis facing. Simply attach the unit to the model using attachment point origin and set the animation index:
http://www.wc3campaigns.net/showthread.php?t=83640
10-21-2007, 05:35 AM#7
Strilanc
I created a model once (practically by hand) with an animation for every few degrees of pitch and roll. The finished file was 40KB, and I only used 6 vertices. I wouldn't suggest doing this. I would attach it, but I've lost the function I used to convert (pitch, roll) -> animation index.

If you're going to use the bone turning method, I suggest using it ONCE to force the unit to look at some other unit, then move that other unit around accordingly. If you keep redirecting the bone, you get a lot of flickering (try it and you will see).
10-21-2007, 05:53 AM#8
Ammorth
Ya, I did a bunch of testing with the facing. It seems using a second dummy unit to circle around is the best approach. The only thing I cannot do is invert the unit since it attempts to keep the top part up, no matter the direction.

Unless I can devise something that would work effectively, im going to scrap the idea.
10-22-2007, 01:06 AM#9
Anitarf
Bone facing is annoying for multiple reasons.

It only works for chest and head bones, it can only work for one bone at a time, when turning it to a new point it will always reset first to 0 facing before turning to the new point, if you lock it to a unit forever and then move that unit instead, the facing doesn't update smoothly.