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 Need help with Walk Path utility - StartOffset? 
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Joined: Fri Jul 15, 2011 6:09 am
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Post Need help with Walk Path utility - StartOffset?
Hey guys. I started working on a utility for generating a Walk Path code, since I know how confusing it can be, but I've run into a snag because of this confusion.

Link to video.

The problem I'm having right now is that, as you can see, the amount that my leg steps upward is a lot greater than the coalition soldier's. Also, just a note, the length of the leg and the segments are all the same, if not a pixel off from the coalition soldier's.
Is this because my interpretation of StartOffset is wrong, or does Cortex Command transition the animation weirdly? (I don't mean that in a bad way, by the way)
Everything besides the leg lift seem accurate, but I'm not sure why that is.

All of the topics I have looked at about walk paths said that the StartOffset was the position of the end of the leg relative to the hip joint, so I figured I got it right the first time.
Is it me, or is it Cortex Command?

Also, if there is anything else I got wrong in the utility, let me know and I'll fix it. I'm going to fix some of the bugs and add a few more things, so no worries.
Thanks. :)


Sat Nov 10, 2012 10:57 am
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Post Re: Need help with Walk Path utility - StartOffset?
StartOffset is the position of the foot joint relative to the hip joint for that particular leg.

Applies to walkpaths standpaths and pretty much every single ####Path you can find.


Fri Nov 16, 2012 11:39 am
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Joined: Tue Jul 27, 2004 8:02 pm
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Post Re: Need help with Walk Path utility - StartOffset?
This is brilliant - great work! The start offset of the path is indeed relative from the hip joint (for ALL paths); however, the start number of segments (StartSegCount) determine how many of the segments on the path that will be skipped if they are not obstructed by terrain (ie blocked by terrain pixels).

So, when a leg is about to take a step, it takes the hip joint position, adds the bath's StartOffset to it, and then keeps adding segment offsets until it reaches the StartSegCount:th one. If that one's starting position is found to be inside terrain (ie not air), then it goes BACK to the previous segment, checking if that start position is free from terrain. It keeps doing that until it finds a limb position for the leg/hand that is in the air, and only then starts the stride/step from there. This should explain the confusing inconsistency with the limb path behavior.

The reason for all this complexity is to have the actors be able to climb up rough terrain, placing their limbs high enough to clear it when needed, and also not walk like they are in a parade when they are walking on flat ground!

Hope that helps; let us know if you have any other questions! Keep up the fantastic work!


Fri Nov 16, 2012 11:53 am
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Joined: Fri Jul 15, 2011 6:09 am
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Post Re: Need help with Walk Path utility - StartOffset?
Thanks guys! I just had to make sure, since it didn't seem the leg stretched as much in any direction as it does in CC, so I wasn't sure if something was amiss or not. I made a new post with the executable if you want to check it out. I hope that's alright.
I'll keep improving it with more features once I get the time, but I'm pretty busy right now. I'll do my best, though!
Thanks again. :)


Fri Nov 16, 2012 12:10 pm
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Post Re: Need help with Walk Path utility - StartOffset?
Thank you! I'll check out the tool shortly

Did the extra info resolve the issue/inconsistency you were having?


Tue Nov 20, 2012 7:35 am
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Post Re: Need help with Walk Path utility - StartOffset?
Data wrote:
Thank you! I'll check out the tool shortly

Did the extra info resolve the issue/inconsistency you were having?

Not particularly. It's still acting pretty much the same, but it doesn't really take away from it. It still works in the intended way, it's just the leg doesn't stretch as far. I'm probably going to make an update where it allows stretching the leg further, just to make sure it looks right.


Tue Nov 20, 2012 9:02 am
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