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 Please explain me actor offsets briefly. 
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Please explain me actor offsets briefly.
Ok, now from all the stuff that ive been messing with in CC Offsets, particulary the actor related ones are completely wierd. I cant understand how they work no matter what I do.

So here I created this topic for me and others so we could kill this problem once and for all. I hope so.

Now here what I need to know:
(Please include clear example pictures whenever possible.)

1.This following fig was drawn by Maximdude, is this correct on how the actor offsets work?

http://img406.imageshack.us/img406/3360/80736575ad8.png


2.Next tell me what do the following variable exactly do:

-SpriteOffset
-JointOffset (Where does it start from and what coordinates do I use for each direction when using JointOfffset var.)
-IdleOffset (Limb related, arm, leg ect.)
-HolsterOffset (Found in the middle of the AHuman code)
-MaxLenght (Usually on limbs like the arms and legs)
-MoveSpeed (same as above)


3.And finally I need to know this:

How do limbpaths work and what the action the AtomGroups do and what do limbpaths do and how do I tweak them?


Thanks in advance and give a clear explanation with possible pictures whenever possible.


Wed Sep 26, 2007 5:09 pm
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Post Re: Please explain me actor offsets briefly.
I THINK MaximDude's drawing is correct.

From what I learned recently, the screen draws much like reading English. It draws starting at the top left, goes right until complete, then returns to the next line.

The Y is positive going down because the arrays needed to hold the RGB information (of the pixels on each line) start at 0, and go progressively up.

(an array is like a box of labeled documents in computer programming. They are used to organize data, for those who don't know)

Lemme draw it..

Okay, let the crudely drawn squares represent the pixels at the very top left of the screen.

Image

The arrays each control a line in which they hold the RGB values of each pixel on that line. When you specify a y coordinate, it searches for an array going down. And then the X coordinate locates the pixel information (or the element) in the array.

At least.. I think. I don't remember so well. Feel free to correct me.


EDIT: Also, the JointOffset sounds like the offset that determines where the part rotates. For example, green clone head rotates at the neck. Leg rotates at the hip, etc etc

EDIT2: Okay, nevermind. I set green clone head JointOffset to 0,0.

Image
Fail. :( Jetpack doesn't activate when i'm recording.

He sorta looks like Ephialtes from 300, don't you think?


Wed Sep 26, 2007 5:58 pm
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Post Re: Please explain me actor offsets briefly.
0,0 is the CENTER of the sprite.
let this drawing be the example:


Wed Sep 26, 2007 11:58 pm
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Post Re: Please explain me actor offsets briefly.
The SpriteOffset defines the center of a sprite. All other offsets are relative position to the SpriteOffset.


Thu Sep 27, 2007 12:31 am
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Post Re: Please explain me actor offsets briefly.
Ok cool, but what about actor arms and legs? Particulary the arms, are they rotated some way? How do the joint and idle offsets work on those?

Also how can I tweak the offset for the hand that holds stuff?

And what are maxlenght and maxspeed for?


Thu Sep 27, 2007 12:48 pm
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Post Re: Please explain me actor offsets briefly.
Y is negative upwards.

JointOffset is the point that the limb hinges on.

Idle is for when it's not doing anything, I thought it was a vector.

Maxlength is for how long the arms/legs go.

MaxSpeed is uh... theres a variable named that?


Thu Sep 27, 2007 2:56 pm
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Post Re: Please explain me actor offsets briefly.
Alenth Eneil wrote:
MaxSpeed is uh... theres a variable named that?

I once saw my brother playing around with that variable on legs. He managed to get a green clone to walk at twice its original speed, but nothing more.

I believe it's in legs on AHuman.

Code:
AddActor = Leg
   InstanceName = Green Clone Leg
   Mass = 16
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = Base.rte/Actors/Clones/LegFG.bmp
   FrameCount = 5
   SpriteOffset = Vector
      X = -5
      Y = -6
   EntryWound = AEmitter
      CopyOf = Wound Flesh Entry
   ExitWound = AEmitter
      CopyOf = Wound Flesh Exit
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 4
      Depth = 2
   DeepCheck = 1
   JointStrength = 30
   JointStiffness = 0.5
   BreakWound = AEmitter
      CopyOf = Wound Flesh Body
   JointOffset = Vector
      X = -2
      Y = 2
   DrawAfterParent = 0
   Foot = Attachable
      CopyOf = Green Clone Foot
      ParentOffset = Vector
         X = -11
         Y = -8
   MaxLength = 11
   IdleOffset = Vector
      X = 1
      Y = 3
   MoveSpeed = 0.6 ---------------------------------
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Blood
      Count = 35
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Shard Flesh Micro
      Count = 3
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Green Clone Leg Gib A
      Count = 1
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   GibImpulseLimit = 75
   GibWoundLimit = 3


As for arms, I don't know.


Thu Sep 27, 2007 3:27 pm
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Post Re: Please explain me actor offsets briefly.
The walking speed is determined by SlowTravelSpeed =
NormalTravelSpeed =
FastTravelSpeed =

You find that next to the walkpaths. Perhaps the Movement speed of something will control how fast it responds to your orders? Currently, it's instant to prevent anger and rebellion, but if you make it really low maybe you could make it lag behind a little, which could be useful in terms of realism for that massive mech you're making :)

EDIT: I was wrong, ignore what I just said. It doesn't seem to affect that at all, however what it WILL do is f*** up your offsets. I suggest you leave it alone.


Thu Sep 27, 2007 5:03 pm
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Post Re: Please explain me actor offsets briefly.
Joint offset = its the point of the sprite determined by X and Y where the sprites rotation center is
MaxLength = usually the max length that the hand of the actor can reach


Thu Sep 27, 2007 5:29 pm
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Post Re: Please explain me actor offsets briefly.
Electroclan wrote:
Alenth Eneil wrote:
MaxSpeed is uh... theres a variable named that?

I once saw my brother playing around with that variable on legs. He managed to get a green clone to walk at twice its original speed, but nothing more.

I believe it's in legs on AHuman.

As for arms, I don't know.


Actualy that's the only thing on AHuman i ever edited,
all the speed variables i've ever edited are in the AHuman, and not an individual part.
i did find speed,
and changed all the speeds to 4 times there origional variable.
it walked 4 times as fast, the problem was going up and down hill, it had a tendancy to hop or skip, because the legs where moving faster than it could catch the ground,
i solved that problem by makeing the actor heavyer.

then it couldnt support itself so i increased all the joint strengths, then it worked fine.

note: does not effect the jetpack AT ALL.

also could this maybe get stickied, this is helpfull.


Thu Sep 27, 2007 8:00 pm
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Post Re: Please explain me actor offsets briefly.
Oh, MaxSpeed is for paths, not limbs.


Thu Sep 27, 2007 9:51 pm
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Post Re: Please explain me actor offsets briefly.
Actually sorry for that, I did mean to type movespeed but while typing I forgot what it was. But what does the maxspeed variable do? Id like to know that too.

Also the joint offset var is extremely wierd. I cant get it rotate on the spot as I want to...


Thu Sep 27, 2007 10:01 pm
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Post Re: Please explain me actor offsets briefly.
Ok, made some progress! I started from the bottom by making every offset have X = 0 and Y = 0 except the sprite offsets since they always need to be in the center. Now Ive even managed to make the arm rotate properly like I wanted.

But now heres a set of more questions:

How do I set the offsets for the hand?

And

How does the IdleOffset work? Where is the 0,0 point when using this variable?

Right now im having it 0,0 on my actor and its completely ♥♥♥♥ up when not holding any items.

FYI guys, IdleOffset is the offset for the actors arm when he doesnt have anything equipped such as weapons and bombs.


Fri Sep 28, 2007 2:04 pm
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