rudy85 {l Wrote}:Link to Video : http://vimeo.com/12145446
Vimeo {l Wrote}:This is a private video
![Sad :(](./images/smilies/icon_sad.png)
For your karts, I am going to try to export them.
They seem to be great !
rudy85 {l Wrote}:Link to Video : http://vimeo.com/12145446
Vimeo {l Wrote}:This is a private video
rudy85 {l Wrote}: I had a bad new and a good new
The bad : I 've used very low poly items to make animations rich and singular , so if you've seen the video ,
You found something disturbing : this items may hit the race from top , front or rear.
"There" , it would be important to get all the character's bones unsolid except bone "kart" to keep collisions
The good : If you could make this , you could add a New Bonus unlock-able : Big heads
Auria {l Wrote}:Mozilla : this one I don't really like. The big IE logo is quite ugly, but also in STK we want to remain apolitical; while we do praise open source product we do not wish to enter flame wars by doing "Windows-bashing"
Auria {l Wrote}:Tux : great win animation; about the lose animation, I would say the same as for Mozilla, however, we don't want to get into bashing (and actually, SuperTuxKart is mostly developed on Windows and Mac OS X, in case you didn't know ^^)
Auria {l Wrote}:Nolok : win animation is good; lose animation is a bit weird, I don't know what the green sphere is supposed to be
Auria {l Wrote}:Puffy : good ideas; the yellow sphere that appears around him looks a bit weird, though
Auria {l Wrote}:Now the bad news :
In general, I don't know the technical abilities of irrlicht/B3D too much, however. So I have no idea how the external objects will work in that. In general, all objects animated without using bones don't have their animation exported in the B3D format. It seems that you used bones for moving stuff, generally, however, so I guess it would work out of the box. One thing I'm not sure, however, is "where" are the objects like the eraser before they appear? Does Blender have a feature to make objects appear? if so, let's hope B3D supports that.
hiker {l Wrote}:Some comments: it is important that you define the number of frames in the timeline
hiker {l Wrote}:Pidgin hat some problems with the wheels - apparently you mirrored the wheels from the left to the right, which doesn't work as expected - not sure if it's a problem of having a '-1' in the scaling, or just some incorrect normales. I applied the transform, and then flipped a few normals - hope it's fine now.
hiker {l Wrote}:I am not sure that I like the animations where objects suddenly appear
hiker {l Wrote}:(a swing that kick a character off the kart, mozilla spits(?) something
hiker {l Wrote}:but let's see what the public opinion is
rudy85 {l Wrote}:Understood,I'll do it (I'm making a break for hollydays)
hiker {l Wrote}:I am not sure that I like the animations where objects suddenly appear
I was sure about that because coding is most difficult (Do you understood how to treat Bones and armature ?)
But I made it to get a Stylistic direction to the game , to make each characters unique
I hope you will understand that it takes me many work to have this rendering
hiker {l Wrote}:(a swing that kick a character off the kart, mozilla spits(?) something
hiker {l Wrote}:but let's see what the public opinion is
Why don't they ?
I hope
hiker {l Wrote}:Some comments: it is important that you define the number of frames in the timeline, otherwise only part of the actual animation will be exported
hiker {l Wrote}:I meant Rinky, who is hit by a wooden stump or so.
rudy85 {l Wrote}:hiker {l Wrote}:Some comments: it is important that you define the number of frames in the timeline, otherwise only part of the actual animation will be exported
No I'm sorry I haven't understood, can you post me a screenshot of what you want ?
rudy85 {l Wrote}:Something 's wrong, he always turn left, why ?
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