massimilianogoi on 19/4/2009 at 12:34
I've discovered another goody:
the
flying havok:
Inline Image:
http://i39.tinypic.com/2cz95dj.jpgTh'is impressive, isn't? :)
Just modify the property of the actor Properties->Physics->InitialHavokState to Havok_Flying, and lift in height the patrol path, that's all!
Inline Image:
http://i42.tinypic.com/30art5x.jpgI think that I will use it for my fountain/river fishes, I loved that ones of Thief 2.
Beleg Cúthalion on 20/4/2009 at 11:43
That was aready touched (
http://www.ttlg.com/forums/showthread.php?t=98012) here. But no matter if it's havok_none or havok_flying or maybe even an elevator like the will-o'-the-wisps – what we need is an animal actor which works with the bat flying animations from the skeleton browser.
Judith on 20/4/2009 at 11:59
If you just want the objects to move, you don't need havok_flying at all. I had some flying candles in my experiments and all you had to do is to give the object all necessary elevator properties, and then make a few scripts based on elevator or elevator floor marker links. It would be impressive if, as Beleg said, someone could make an animal with proper animations and actual flying behavior.
massimilianogoi on 20/4/2009 at 14:27
Quote Posted by Judith
If you just want the objects to move, you don't need havok_flying at all. I had some flying candles in my experiments and all you had to do is to give the object all necessary elevator properties, and then make a few scripts based on elevator or elevator floor marker links. It would be impressive if, as Beleg said, someone could make an animal with proper animations and actual flying behavior.
I am working on it. I spent this two days trying to get the fish swimming but it gave me problem :/ Something bones related I guess. I choosed the fish because is the simpliest animal to do.
After that I could move on the birds (or flying mammals).
Judith on 20/4/2009 at 16:20
Quote Posted by massimilianogoi
I am working on it. I spent this two days trying to get the fish swimming but it gave me problem :/ Something bones related I guess. I chose the fish because is the simpliest animal to do.
After that I could move on the birds (or flying mammals).
Cool, hopefully you'll get some nice results. :thumb: Rigging and animation is like black magic to me, I can't even make model of a human being, so I'm sticking to textures and objects instead ;)
massimilianogoi on 20/4/2009 at 17:05
Problem solved.
Now there's anoter one: i set a 3D path, to simulate the swimming:
Inline Image:
http://i43.tinypic.com/2exab8y.jpgbut the fish keeps doesn't go in deepness, and it keeps to proceed linear.
Maybe I have to ask in the Unreal forum... Damned editor!! :mad: Nothing that works, never!!
massimilianogoi on 20/4/2009 at 18:31
Not bad, not bad at all! :)
Inline Image:
http://i39.tinypic.com/2mmxuae.jpgWho knows if there woule be an option to reduce the vertex, it's 1,68 MB large :(
ShadowSneaker on 20/4/2009 at 19:53
Tiens had a load of flying furniture in the Oldstone Castle.
Beleg Cúthalion on 20/4/2009 at 20:31
I think this physics state just avoids that they drop to the ground and instead leaves them where they are. So if you really want to have fish moving up and down (which I think isn't really necessary) you probably have to attatch it to an elevator again.