Re: ATAT Walkers

it just wouldn't be the same.

also if anybody could explain the difference between triggered animation and Rotational Bundles

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Re: ATAT Walkers

I can explain since I built the ATST.

Rotbundles would be a problem since each PCO can only contain 14 networkable/moving parts. As DJango pointed out the original walker had alot more than this and even then it wasn't perfect. So rotbundles are out. But, the process is that you use the rotating gears to make forward and reverse motions for the legs at the joints. With the animation method, the legs are broken into segments and are associated to a bone on a custom skeleton. Then every motion, for idle, walk, reverse, left , right etc, all need to have 2 versions for flat, going uphill and downhill. These animations that are done in 3d max are they exported as .baf files and the bf animation system plays these animations on the skeleton/visible mesh based on keyboard input. The ATAT is a beast and will require alot of time, the ATST alone took me over 5 weeks of dedicated time to get it working, that didnt include the complete animations or weapons.

Hope that helps.

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Re: ATAT Walkers

yultemsee wrote:

it just wouldn't be the same.

also if anybody could explain the difference between triggered animation and Rotational Bundles

Triggered would be the leg moves when he presses go, like each leg would move forward on it's own, the rotational bundles were all set together so every leg moved at the same time.

See how the ATST moves, the leg goes forward, steps down, then the next legs walks? If it were rotational bundles the 2 legs would move at the same time. Like one would move backward while the other went forward like a see-saw sorta thing.

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18 (edited by yultemsee 2008-01-16 15:14:36)

Re: ATAT Walkers

Thanks for explaining. I can see why that would take a lot more time now. But it sounds like its going to be great. and well worth the wait.

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Re: ATAT Walkers

The GC walking animations were not that good...the goal here is to get it all looking better.

lol...i hope to see AT-ATs on more than one map. They used them in many more places than just hoth, even though hoth was the most memorable one.

Curses, foiled again!

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Re: ATAT Walkers

S-Guy wrote:

The GC walking animations were not that good...the goal here is to get it all looking better.

lol...i hope to see AT-ATs on more than one map. They used them in many more places than just hoth, even though hoth was the most memorable one.

No the goal is to make a good Star Wars mod, not be 'better' than GC.

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Re: ATAT Walkers

Wasn't one of the goals to make a new mod to be basically a successor to GC?

Curses, foiled again!

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