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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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DIGILEGS for Actors?
Heres an idea how about DIGILEGs for actors?
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Fri Feb 18, 2011 4:46 pm |
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projek deeglik
Joined: Thu Dec 30, 2010 7:47 pm Posts: 91 Location: ProjektTHOR
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Re: DIGILEGS for Actors?
I guess you are referencing an animal with a digitigrade posture--where the knee is inverted relative to bipedal motion and the animal walks on its toes. It's been awhile but can't you dictate walking animations? This shouldn't be that hard once someone figures out the proper animation.
Maybe an idea with a bit more substance next time?
Last edited by projek deeglik on Fri Feb 18, 2011 5:09 pm, edited 2 times in total.
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Fri Feb 18, 2011 4:58 pm |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: DIGILEGS for Actors?
i guest you can call them that, never thorght of that...
i only known the name from Second life.
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Fri Feb 18, 2011 5:00 pm |
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projek deeglik
Joined: Thu Dec 30, 2010 7:47 pm Posts: 91 Location: ProjektTHOR
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Re: DIGILEGS for Actors?
Well you might want to consider being more specific with your request next time. Including pictures or sources is highly beneficial to that effect.
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Fri Feb 18, 2011 5:09 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: DIGILEGS for Actors?
That'd just be a sprite change, wouldn't change anything code wise.
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Fri Feb 18, 2011 5:10 pm |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: DIGILEGS for Actors?
projek deeglik wrote: Well you might want to consider being more specific with your request next time. Including pictures or sources is highly beneficial to that effect. Well as for wording i just look it up i hit the head on the nail there...and for pictures fas as i known most house hold pets have digilegs. Cats and Dogs and Chickens so thats why i didn't think a picture was needed.
Attachments:
File comment: The Lower part of her body thats Digilegs.
WETA_Robotic_DigiLegs_Pics_3.jpg [ 18.84 KiB | Viewed 5840 times ]
Last edited by Sims_Doc on Fri Feb 18, 2011 5:37 pm, edited 1 time in total.
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Fri Feb 18, 2011 5:21 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: DIGILEGS for Actors?
I read the thread topic and thought "wtf is digilegs??". So no, far from it.
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Fri Feb 18, 2011 5:27 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: DIGILEGS for Actors?
I recall a mod a long time ago that had mechs with digigrade legs, although it didn't work very well. very springy and hoppy. great for jumping and running fast, but couldn't walk smoothly or even stand still. then again if I recall it's so old we didn't have dreadnoughts or at least lua back then. I can't remember what the mod was.
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Fri Feb 18, 2011 6:44 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: DIGILEGS for Actors?
Doesn't the district 9 mod use these kind of legs..
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Fri Feb 18, 2011 8:13 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: DIGILEGS for Actors?
As I've already said, it's just having another set of knees on the sprites, nothing more.
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Fri Feb 18, 2011 8:15 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: DIGILEGS for Actors?
Lizard wrote: As I've already said, it's just having another set of knees on the sprites, nothing more. Listen to this guy, you seem to not grab the concept of how Cortex Command does legs.
Last edited by Foa on Sat Feb 19, 2011 5:21 am, edited 1 time in total.
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Sat Feb 19, 2011 5:05 am |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: DIGILEGS for Actors?
For that matter, I'm not entirely sure that most of you grasp how digitigrade critters do joints, but that's beside the point.
More relevant, if you poke around the forum, you'll find a number of actors with digitigrade gaits, both accurate and inaccurate. I think the EAF is probably the best, in terms of actual accuracy. Most obvious, however, are AAL's Slayers, and SET's Mnewers.
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Sat Feb 19, 2011 5:10 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: DIGILEGS for Actors?
Heh, SET Mnewer legs are not digitrade; It's more of a Reverse-joint biped mech, to borrow from Armored Core.
Come to think of it, let's talk about locomotion, shall we? types of legs (Armored Core): -Biped (light, med, heavy) -Reverse joint (light, heavy) -Quad (light, heavy) -Tank -Hover
So, in CC, we see a lot of bipeds and quads, a rising number of tanks, some scatterings of reverse joint legs, some digitrade legs, and very few hover legs.
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Sat Feb 19, 2011 6:19 am |
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projek deeglik
Joined: Thu Dec 30, 2010 7:47 pm Posts: 91 Location: ProjektTHOR
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Re: DIGILEGS for Actors?
You realize that what you just said is "digitigrade." A reversed-knee joint is generally indicative of digitigrade legs. Now, most mods people have made are falsely digitigrade. To be "digitigrade" you have to stand on your toes and have an inverted knee. Most people just have the inverted knee joint.
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Sat Feb 19, 2011 3:08 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: DIGILEGS for Actors?
Dude, digititrade in animals and reverse-joint in mechs work differently.
Digititrade in animals goes like this: hip-femur (slopes forward)-knee-tibia & fibula (slopes backward)-tarsals (elongated, slopes forward)-metatarsals (on contact with ground), so they form an S or Z like shape.
Whereas, the Mad Cat leg, for example: hip-upper structure (slopes backward)-lower structure (slopes forward)-foot (on contact with ground), so they form a C like shape.
Got the difference?
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Sun Feb 20, 2011 6:03 am |
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