The Daily Click ::. Forums ::. Klik Coding Help ::. Vector Man type characters
 

Post Reply  Post Oekaki 
 

Posted By Message

-MacAdaM-

Megaman Fosho

Registered
  12/02/2008
Points
  560
12th March, 2008 at 10:12:16 -

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..?

 
Your just jealous that you're not as awesome as me.
(And my megaman avatar )

nim



Registered
  17/05/2002
Points
  7233
12th March, 2008 at 12:08:46 -

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.

 
//

-MacAdaM-

Megaman Fosho

Registered
  12/02/2008
Points
  560
12th March, 2008 at 12:33:55 -

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..

 
Your just jealous that you're not as awesome as me.
(And my megaman avatar )

nim



Registered
  17/05/2002
Points
  7233
12th March, 2008 at 12:49:32 -

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.

 
//

-MacAdaM-

Megaman Fosho

Registered
  12/02/2008
Points
  560
12th March, 2008 at 14:35:53 -

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

 
Your just jealous that you're not as awesome as me.
(And my megaman avatar )

nim



Registered
  17/05/2002
Points
  7233
12th March, 2008 at 14:55:10 -

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.

 
//

-MacAdaM-

Megaman Fosho

Registered
  12/02/2008
Points
  560
12th March, 2008 at 15:07:02 -

hmm... im going to try to make it different active and find a easy route, and if that dont work i will use animations..

 
Your just jealous that you're not as awesome as me.
(And my megaman avatar )

-Liam-

Cake Addict

Registered
  06/12/2008
Points
  556

Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
12th March, 2008 at 17:46:05 -

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.

 
Image

Tell 'em Babs is 'ere...

AndyUK

Mascot Maniac

Registered
  01/08/2002
Points
  14586

Game of the Week WinnerSecond GOTW AwardHas Donated, Thank You!VIP Member
12th March, 2008 at 19:11:17 -

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.

 
.

Kirby Smith

Resident Slacker

Registered
  18/05/2003
Points
  479

VIP Member360 OwnerWii OwnerThe Cake is a Lie
12th March, 2008 at 22:13:42 -

Here's an idea, but I have no idea if it works:

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.

 
XBL Gamertag: Rampant Mjolnir

-MacAdaM-

Megaman Fosho

Registered
  12/02/2008
Points
  560
13th March, 2008 at 14:57:08 -

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

 
Your just jealous that you're not as awesome as me.
(And my megaman avatar )
   

Post Reply



 



Advertisement

Worth A Click