Talk:Scripted sequence: Difference between revisions
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:::currently this tool is XSI or whatever animation package you're using. what did you find you were spending the most time on trying to 'get right'? --[[User:JacobNicholson|JacobNicholson]] 08:31, 15 Jul 2005 (PDT) | :::currently this tool is XSI or whatever animation package you're using. what did you find you were spending the most time on trying to 'get right'? --[[User:JacobNicholson|JacobNicholson]] 08:31, 15 Jul 2005 (PDT) | ||
::::Making a mod to design animations its a [[wikipedia:Bootstrapping|bootstrapping]] solution. I admit this approach often fail, anyway.. --Tei |
Revision as of 09:15, 15 July 2005
You know what would be really useful? An external scripting tool for combat and other things not covered by FacePoser. I was trying to make a very short sequence last night where an antlion throws a Combine soldier off a wall above the player and his body along with some dislodged railings come crashing down. It took forever because I always had to recompile to see any changes. --TomEdwards 03:20, 15 Jul 2005 (PDT)
- Maybe a mod can be created where two players can impersonate both, the Ant Lion and the combine. "play" the action (note: remove the quote), while the mod "save" the action as a script or something usefull for scripting. This tecnique its the "ghost car" tecnique. --Tei
- No, that's not the same. --TomEdwards 07:58, 15 Jul 2005 (PDT)
- currently this tool is XSI or whatever animation package you're using. what did you find you were spending the most time on trying to 'get right'? --JacobNicholson 08:31, 15 Jul 2005 (PDT)
- Making a mod to design animations its a bootstrapping solution. I admit this approach often fail, anyway.. --Tei
- currently this tool is XSI or whatever animation package you're using. what did you find you were spending the most time on trying to 'get right'? --JacobNicholson 08:31, 15 Jul 2005 (PDT)