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 DIGILEGS for Actors? 
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Data Realms Elite
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Post Re: DIGILEGS for Actors?
Wait a second. If I did a set of sprites with digitrigridigirigidiritrade legs, what the hell would happen with the actor when it walks?


Wed Feb 23, 2011 3:55 am
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Post Re: DIGILEGS for Actors?
i think to have genuine digitigrade legs you would have to make normal leg sprites and have stilt-like feet sprites. so basically it wouldn't walk very well/quickly?


Wed Feb 23, 2011 4:07 am
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happy carebear mom
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Post Re: DIGILEGS for Actors?
The way legs work in Cortex, the game does not care how many joints there are, only that you sprite the entire leg in various stages of open or closed.


Wed Feb 23, 2011 4:14 am
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Post Re: DIGILEGS for Actors?
Wait, so that means that drawing the sprites with digitirigritade legs would work?


Wed Feb 23, 2011 4:23 am
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Post Re: DIGILEGS for Actors?
Yeap, just change the sprites and they'll bend like you expected. All the game cares about is having a series of images to put in depending on the extension of the foot.


Wed Feb 23, 2011 4:36 am
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Post Re: DIGILEGS for Actors?
Seriously?
No way, that changed my WHOLE perspective of actors in CC!
Now I'll try to make a mech with digitirigidirade legs! (Keyword: Try).


Wed Feb 23, 2011 4:52 am
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Post Re: DIGILEGS for Actors?
you guys realize that that backwards-looking knee-joint in digigrade legs, is actually the ankle, and that the rest of that length is from heel to toe, and it stands on the toes and the ball of the foot, right?
Wikipedia wrote:
While humans usually walk with the soles of their feet on the ground, i.e. plantigrade locomotion, digitigrade animals walk on their distal and intermediate phalanges.

wikipedia wrote:
The distal or terminal phalanges (singular phalanx) are the terminal limb bones located at the tip of the digits (i.e. fingers and toes).

Intermediate phalanges are bones found in the limbs of most vertebrates. In humans, they are the bones of the finger and toe which lie in the middle, between the two wrinkly joints. The thumb and big toe do not have intermediate phalanges. In most other vertebrates, they have a corresponding place in their limbs, whether they be paw, wing, hoof or fin.


I'd have pointed this out sooner but I didn't think about it. The reason I'm pointing it out is I don't want to see digigrade done as just a backwards knee. Also to point out, that if you change the legs for digigrade legs, you have to change the feet as well.


Wed Feb 23, 2011 7:38 am
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Post Re: DIGILEGS for Actors?
¬¬
Alright, I won't use digigrade legs, instead, I'll do the classic futuristic mech's legs.
Which are not digigrade.


Wed Feb 23, 2011 7:48 am
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Post Re: DIGILEGS for Actors?
Miles_T3hR4t wrote:
blah blah blah
The Wikipedia Scholar returns.

At least two of us have mentioned this before.


Wed Feb 23, 2011 6:28 pm
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Post Re: DIGILEGS for Actors?
Since this thread is so active any chance of someone posting an actor with digilegs thats a totaly new creation?


Thu Feb 24, 2011 1:12 pm
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Post Re: DIGILEGS for Actors?
What a delightfully generic request.


Thu Feb 24, 2011 4:13 pm
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Post Re: DIGILEGS for Actors?
Why thank you i just love to do the same old thing over and over again.


Thu Feb 24, 2011 4:32 pm
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Post Re: DIGILEGS for Actors?
Been playing around with this on paper. Two simple solutions: one is already mentioned, just keep a good tab on your frames. The other is to extend the foot sprite and have frames for the toe. The leg sprite can stay two jointed this way.


Wed Mar 30, 2011 4:50 am
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