| 10-20-2007, 05:00 AM | #1 |
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 |
~8mb (in 360x360) case ~2mb (in 180x180) case i think... i have calculated it earlyer. |
| 10-20-2007, 05:38 PM | #3 |
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 |
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 | |
Quote:
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| 10-21-2007, 12:13 AM | #6 |
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 |
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 |
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 |
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. |
