TO make a character like in Vector Man would you have to make all the different parts of his body different active objects, or would you make it all one object and just make the animation look like hes bouncing..?
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Ideally you would use separate objects for each body part. Using pre-defined animations wouldn't give you a smooth transition from one animation to the next.
Wouldnt that become a pain to make him walk, you would have to make the different position for the feet, and if you want it smooth, you would want to do it frame by frame.. by frame.. and ideas how i could do it..
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Yes, it would be a complete pain to make him move, but at least you're thinking of it in a problem solving way, which is a great start. I guess you'd make your own keyframing system and your code would fill in the blank frames. I've never made something like this before but that's how I'd do it. Maybe you'd find inspiration by looking at a 4 frame running animation.
i mean ive made custom platform engines but for a vector man engine would i use a floor detector and just move the feet objects to make it look like hs running, but then he wouldnt bounce when we ran, or would the feet be the detectors themselves... it so confusing, it would be a lot easier if there was a vector man extension or something... i dunno
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It would be a challenge but not impossible. If you decide to go for the animation route, it might help to know that changing the direction of an animation retains the current frame, as opposed to a new animation which would start from frame 1.
I did something a bit similar to vector man a few weeks ago, only far more simple. I used animations, not seperate actives as I just couldn't be bothered at the time In the end it didn't look so bad but there was a slight jerky feel when switching from walking to jumping aniamtion etc, but that was to be expected. Still, doesn't look so bad.
You know, I'm fairly sure something like vectorman would be better made with one object and predefined animations.
I can't begin to imagine how complex trying to make animations would be if each ball was a separate object.
You can still do something like extending limbs with a few other objects.
Have a control object that is basically an active with different action-points for each direction. For each frame, fast-loop through the directions and set your body parts to their respective action points. Then determine any connecting body part's rotations and positions through interpolation. In theory, you could animate all the parts once, have them run separate animations simultaneously, and still position everything based on animation control object.
hmm animations or no animations, that is the question
although it would be a better quality of a game with seperate actives, i think im going to have to use the animations, i think it would be a lot easier, and while in not the worst mmf coder, theres no way i can do something that complex.. but thanks for all of your help guys
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