View unanswered posts | View active topics It is currently Sun Oct 06, 2024 7:56 pm



Reply to topic  [ 20 posts ]  Go to page Previous  1, 2
 Can we FINALLY get an answer on how to move feet? 
Author Message
User avatar

Joined: Sat Nov 18, 2006 8:11 pm
Posts: 266
Reply with quote
Post Re: Can we FINALLY get an answer on how to move feet?
Well, I'm pretty sure I figured it out. Right now I am just tweaking the walkpaths.

Use maxlength to control the foot's vertical position, and the X axis of the foot JointOffset control the horizontal position. So just make sure all your other offsets are correct, and then set those two. After that, just redo the walkpaths because they probably won't work anymore.


Sat Jan 16, 2010 6:10 pm
Profile WWW

Joined: Fri Aug 15, 2008 6:17 pm
Posts: 318
Reply with quote
Post Re: Can we FINALLY get an answer on how to move feet?
I thought you moved the feet with the walkpath...


Sat Jan 16, 2010 11:25 pm
Profile

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: Can we FINALLY get an answer on how to move feet?
Heres a file from Build 1 of CC. It has lots of comments to tell about this and that. Not everything is present, but theres a lot of useful info here.

Attachment:
File comment: Actors.txt from BUILD 1
Actors CC Build 1.txt [85.34 KiB]
Downloaded 195 times


Sat Jan 16, 2010 11:25 pm
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Reply with quote
Post Re: Can we FINALLY get an answer on how to move feet?
The original Behemoth had this exact problem for a long long time as information on adjusting feet was (and still is) very loosely documented.

Walkpaths ended up being the main culprit, making sure the MaxLength was correct.


Fri Jan 29, 2010 1:21 am
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: Can we FINALLY get an answer on how to move feet?
Holy crap you guys took a long time to not figure out what you were doing.
WHAT IS HARD ABOUT THIS YOU GUYS SHOULD KNOW LEGS BY NOW IT TOOK YOU A PAGE TO GET NOWHERE!
learn your offsets, jesus.
[/unhelpfulrage]

JointOffset: where the leg is attached (hip joint)
ExtendedOffset: where the foot joint should be in relation to the hip joint when the leg is fully extended.
ContractedOffset: where the foot joint should be in relation to the hip joint when the leg is fully contracted (you should sprite it so this can be quite a small vector)
IdleOffset: not used due to walkpaths always being active.
MaxLength: Used to limit the radius the foot can move inside.
the foot should have the same jointoffset as the atomgroups and be ~the same size.
Your limbpaths will need a lot of editing, otherwise he'll do a crazy foothop. you might also need to up or down the movespeed to get it looking acceptable graphically.
Darlos9D wrote:
produce some nice easy-to-understand diagrams. Since really, that's about what it'd take to ease people's confusion on the issue.
Really? Perhaps, if you don't get it after using the explanations above, but it's pretty straight forward. Everyone get so freaked out when they can't copy offsets straight out of the vanilla stuff..

As a sidenote, sorry for being so pissed throughout this, but come on, its leg offsets.


Fri Jan 29, 2010 3:55 am
Profile WWW
Display posts from previous:  Sort by  
Reply to topic   [ 20 posts ]  Go to page Previous  1, 2

Who is online

Users browsing this forum: Google [Bot]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.032s | 16 Queries | GZIP : Off ]