Gotta keep some level of simplicity though, next we’d have a ‘walk cycle system’ , then a ‘random animation system’ etc.
Perhaps stickfigure labels instead so some could be ‘high detail’, ‘average’, ‘particles’ etc. Then again there’d have to have an implemented difference like node increase or something, that’s a bad example but maybe the amount of memory it takes up can be reduced somehow like off-setting the stickfigure to an image or something.
Replying to:Ralph (Developer)one thing that's somewhat on this topic is the idea of inve
Hmm, as if they add some fluidity and physics to them?
That would be largely beneficial I agree, maybe making shaped movement patterns or random for this inverse kinematics would be a good choice as well, when animating tails it could move in a way that makes them look like tails while maintaining fluidity.
I’m not that adept in the world of coding so bare with me here but I suppose the fluidity could follow off some code that would make it like a movieclip / mini animation where it would have simulated added in-between frames until it looks fluid.
You could apply the movement patterns correspondent upon selecting the nodes you’d want to manipulate.
sadly ralph aint a physics animater
Gotta keep some level of simplicity though, next we’d have a ‘walk cycle system’ , then a ‘random animation system’ etc.
Perhaps stickfigure labels instead so some could be ‘high detail’, ‘average’, ‘particles’ etc. Then again there’d have to have an implemented difference like node increase or something, that’s a bad example but maybe the amount of memory it takes up can be reduced somehow like off-setting the stickfigure to an image or something.
Excuse the horrible examples.
one thing that’s somewhat on this topic is the idea of inverse kinematics
like dragging a stickfigure body, and the other limbs lag/drag behind as if you were pulling the figure, rather than it just being a rigid body
Ah, yes. Inverse kinematics and ragdolls.
Peter Bone planned that.
Hmm, as if they add some fluidity and physics to them?
That would be largely beneficial I agree, maybe making shaped movement patterns or random for this inverse kinematics would be a good choice as well, when animating tails it could move in a way that makes them look like tails while maintaining fluidity.
I’m not that adept in the world of coding so bare with me here but I suppose the fluidity could follow off some code that would make it like a movieclip / mini animation where it would have simulated added in-between frames until it looks fluid.
You could apply the movement patterns correspondent upon selecting the nodes you’d want to manipulate.