movement paths. -1 reply

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Humble Jedi

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17th June 2005

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#1 13 years ago

when animating, i notice that the flips etc on the .XSI files are all done on the spot with no movement of the skeleton in any direction. where is the information for the actual "movement" (vertical, forwards, backwards etc) of the playermodel stored?




minilogoguy18

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4th September 2004

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#2 13 years ago

thats because the games physics make it move, all animations are done like running in place sorta. and you can change the speed of the player, like how fast he runs in the npc files. also to change the speed of the animations you just edit the aniamtion.cfg file and change the framespeed.




Humble Jedi

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#3 13 years ago

ok, so is there a way to (for a hypothetical example) make the flip attacks so that the player would remain on the ground, or change the distance someone would move when using the katas?




minilogoguy18

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#4 13 years ago

no because you would be changing the games physics and wuould require serious coding, even though JA has very little physics, they are still there.




Humble Jedi

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#5 13 years ago

ok thanx n e way