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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.

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#1
02/12/2006 (12:24 pm)
I cannot explain how the ground transforms system works, but I have spent a fair bit of work in getting a models feet not to slide. The basics of it is, that the speed of the animation must match the players walking speed.

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.