Spaceships

Published March 27, 2009
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I still need to writeup the last few bits of the rendering work (for fullscreen effects), but Milkshake (the cow, not me) has been off shopping for spaceships this week, so I thought I'd take the opportunity to show you the two he's currently test driving:

Disabled

I've started messing about with how these things actually work in the scene, but still haven't decided the best way to get the cow into and out of the ship. I suspect the "proper" solution is to add some multi-object animation (so a single animation defines the joint animation of the ship and the cow that puts him into and out of the driver's seat) - but this is something I don't support right now, and is potentially quite a bit of work to do well. Which leaves me wondering whether I should just "hack" some cheap and nasty way of getting him in and out (that is presumably not so well animated). I do have a little ship-only animation working: at the start of the level, the rocket ship descends into the level, lands, and opens it's doors (if you look closely at the ship in the background, you can see the doors are left open) - but until I can move the character into and out of the ship, it's really just a stand-in.

My eldest son has decided he wants the cow to fly around in the saucer at the front, so in lieu of a better way to pick which spaceship to go with, that'll be the winner.

Cheers!
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0 likes 4 comments

Comments

LachlanL
Maybe you could just have a fixed animation for the cow that runs parallel to a fixed animation for the ship? Then you have a requirement that the cow be in a particular position and orientation relative to the ship at the start of the animation?

So if the player moves the cow roughly in front of the ship (in a particular radius of the animation spot), you slerp the cow's position and orientation to the desired one over a fraction of a second (so it looks smooth and doesn't "jump" into position) and then just run the animations as you modelled them.

I don't have any experience with this sorta thing, but I guess you'd model the cow's animation with the ship and then just save the cow and ship animations separately. Or, alternatively, just have one combined animation on the ship and remove the cow model once it is in place and the animation is starting.

Just a couple of uneducated thoughts there [smile]
March 29, 2009 08:10 PM
Milkshake
Quote:Original post by LachlanL
Maybe you could just have a fixed animation for the cow that runs parallel to a fixed animation for the ship? Then you have a requirement that the cow be in a particular position and orientation relative to the ship at the start of the animation?

So if the player moves the cow roughly in front of the ship (in a particular radius of the animation spot), you slerp the cow's position and orientation to the desired one over a fraction of a second (so it looks smooth and doesn't "jump" into position) and then just run the animations as you modelled them.

I don't have any experience with this sorta thing, but I guess you'd model the cow's animation with the ship and then just save the cow and ship animations separately. Or, alternatively, just have one combined animation on the ship and remove the cow model once it is in place and the animation is starting.

Just a couple of uneducated thoughts there [smile]


I think you're right. I usually try and setup a generalised solution to problems like this (so in this case, an animation system that would handle things like having two characters shake hands, or handle hand-to-hand combat, or having the character flip a switch), but I'm starting to lean towards the simplest thing which lets me (or in this case the cow) keep moving.

Even with the animation simplified though, I still have the grief of reparenting the character mid-animation and sorting out how to handle the collision volumes. Yucky.
March 30, 2009 07:19 PM
Jotaf
Quote:Original post by Milkshake
...and sorting out how to handle the collision volumes. Yucky.


Just disable them :) Milkshake, you must be the only one around here that doesn't hack! :P (No, don't feel bad, many people are like that.) As a rule of thumb, I only generalize when using the same hack twice in succession, which is about the point when it starts feeling a bit funky. Sometimes I stare at those LOC, compare them with the work necessary for the general solution, and say "screw it"; other times, it really *is* ugly so no more hacking for me.

As a side note, the icky multi-object-animation thing is visibly poor on about 90% of all the non-AAA titles. Lachlan's solution would be a big step-up for those!
March 30, 2009 08:59 PM
Milkshake
Believe me Jotaf, there are hacks. I just don't take the time to write them up =)

I've now got a bodged solution working for getting him out of the spaceship ... I just need to sort something out to let him get back in.
March 31, 2009 08:28 AM
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