Ground Transforms?
by Lih-Hern Pang · in Game Design and Creative Issues · 01/28/2006 (1:00 am) · 1 replies
Hi,
I've looked into the docs about character animation with ground transforms. But i still don't really understand how it works. How exactly does ground transforms work?
Say if i want to have my character's translation and rotation follow the animation (meaning animation controls how a character moves), would i use ground transforms for that?
The reason i ask this question is because i'm wondering how does one deals with sliding feet and a more realistic wall/ladder climbing motion (nobody climbs nor walk in a smooth velocity).
Another question would be if ground transform is actually for all direction including Z-axis, or it is only designed for motions along the x/y plane?
Thanks in advance.
I've looked into the docs about character animation with ground transforms. But i still don't really understand how it works. How exactly does ground transforms work?
Say if i want to have my character's translation and rotation follow the animation (meaning animation controls how a character moves), would i use ground transforms for that?
The reason i ask this question is because i'm wondering how does one deals with sliding feet and a more realistic wall/ladder climbing motion (nobody climbs nor walk in a smooth velocity).
Another question would be if ground transform is actually for all direction including Z-axis, or it is only designed for motions along the x/y plane?
Thanks in advance.
Torque 3D Owner Martin "Founder" Hoover
Most torque player objects move at a speed way above what can be achieved in real life, thus if their leg motions actually matched their rate of movement, they would be a fuzzy blur. For the much larger scale walking models I made I simply increased the speed of the different walking animations until they matched the rate the game object was traveling at.