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Spiker

Posted: Wed Apr 02, 2014 8:34 am UTC
by Viech

The Spiker is currently being animated by gavlig.


Re: Spiker

Posted: Fri Apr 25, 2014 4:32 pm UTC
by Viech

The spiker has been animated and is pending implementation.


Re: Spiker

Posted: Tue May 13, 2014 9:36 am UTC
by Viech

I'm working on the implementation but the animations don't play properly yet. The only animation that seems to work is idle, pain toggles between idle and a distorted state and attack doesn't play at all. I also need the seperate spike exported for the missiles.


Re: Spiker

Posted: Tue Jan 20, 2015 1:54 pm UTC
by Viech

I got everything working except for the idle animation, which has some flying spikes (they are shorter than the spikes at the end of post_attack and don't attach to the body):

Image

gavlig, could you re-export an iqm? It only needs to have a valid idle anim, I'll C&P it from the iqe. If you want to have a look at the current state you can test the spiker on the Dev Server and on gg.illwieckz.net.


Re: Spiker

Posted: Tue Jan 20, 2015 11:25 pm UTC
by gavlig

fixed.
It was my bug, there were no keyframes for scale on those spikes for idle animation and blender decided to borrow some from neighbors. I like that way of thinking, but not in this case.

https://drive.google.com/file/d/0B_q1Py ... sp=sharing


Re: Spiker

Posted: Wed Jan 21, 2015 3:51 pm UTC
by Viech

Unfortunately your new version seems to use different export paramters, so I couldn't just copy the idle animation to my modified iqm. Could you make the following changes?

  • Rename diedestroy.

  • Create a new anim destroyed which is simply the last frame of destroy looped (or any other "death idle").

  • Rename hitpain.

  • Merge post_attack into attack

¹ Currently the attack repeat period is 5000 ms. I can't tell for sure that this is going to stay like this for all eternity but I don't really see a balance benefit in adjusting it insignificantly either. In particular, I don't think I'd make it fire any faster as that would blur the spiker's role as a proximity mine. Thus, could you stretch post_attack so that, after it has been merged into attack, the merged animation is 5000 ms long?


Re: Spiker

Posted: Thu Jan 22, 2015 9:16 pm UTC
by gavlig

Re: Spiker

Posted: Thu Jan 22, 2015 9:23 pm UTC
by gavlig

new list of animations

idle:0:400:60:1,construct:0:520:60:0,attack:0:300:60:0,pain:0:20:60:1,destroy:0:140:60:0,destroyed:0:1::

attack is now 300 frames long where framerate is 60, so that would be exactly 5 seconds as requested


Re: Spiker

Posted: Fri Jan 23, 2015 1:10 pm UTC
by Viech

I think there may be problems with the model. It flickers in and out (a bounds issue, maybe) and seems to have some bad tris:

Image


Re: Spiker

Posted: Fri Jan 23, 2015 1:17 pm UTC
by Viech

Also you lied about the frame count, the attack anim has 301 frames. This is 17 ms more than advertised! :grin: