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Questions and Answers 3D (read the first post before asking a question)

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Karpov:
Armors are models attached to the base model, the trick is to attach a new body as an "armor" and hide the original model, this alternative model is almost an exact copy of the character, except for the holes in his chest or whatever we need, and it can hold the base parameters of the player character, which is very important. Once the "armor", the alternative body, is attached , it can play the sequence of the specific death.
   However, this was barely tested, preparing the models by console commands before I blew them into pieces with a bazooka, I don't know if it can be done in real time  :-\. I hope it will work fine.

Bones:
and what about rendering a sprite for the final frame of the animation? and then using that sprite to maintain the dead body (in order to remove the 3D model?

Is it possible? Would it save memory cost?, my guess is that it would, so there would be fewer polygons to render on screen, but I am no coder  :P

Gray:

--- Quote from: Bones on May 29, 2011, 04:19:49 am ---and what about rendering a sprite for the final frame of the animation? and then using that sprite to maintain the dead body (in order to remove the 3D model?

Is it possible? Would it save memory cost?, my guess is that it would, so there would be fewer polygons to render on screen, but I am no coder  :P

--- End quote ---
It is possible, but it is a step back and an odd work. Models and animation should be prepared for the rendering anyway, so why not to use them for real-time 3D rendering?

Izual:

--- Quote from: Gray on May 28, 2011, 09:03:02 pm ---4. Plasma melt. Keep 2d Animation. What? It looks the same for all armors!

--- End quote ---

But it doesn't :(



Unless I misunderstood you?

Gray:

--- Quote from: Izual on May 29, 2011, 11:22:05 am ---But it doesn't :(



Unless I misunderstood you?

--- End quote ---
Maybe I'm glitching, but I remember another more simple animation.

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