Josh English wrote:
> If it helps any I have a simple tutorial on walking things at :
>
> http://www.spiritone.com/~english/cyclopedia/walk.html
>
> but this might reinvent too much of your wheel
Thanks but I am taking a different approach entirely, one that fits a bit better
with
long ago game animations I am comfortable with.. Rather than relying on clock for
everything I have an external file that starts at 0. For each frame rendered the file
is
opened and incremented n = n + 1. Then I mod (n, x) where x is the number of frames I
want
a leg motion to take. The #ifs are the position of the leg for 0 1 2 3 ... x . This
lets
the motion be independent of the number of frames in the scene without other cocern.
To
say it another way at a fixed frame rate I get a fixed number of steps per second, in
this
case about two full cycles per second.
I intend to use it as an #if (walk = 1) when moving him around around a scene. I
also
have a stop position for the legs. Then I only have worry about keeping him pointed in
the
direction he is heading.
I haven't done much with him since them but I have made two of the legs raise
slightly
when moving forward. The file is attached.
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