
032 Mendicant Bias
Joined: Feb 25, 2010
Magnum periculum est elit.
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Posted: Aug 19, 2012 01:13 AM
Msg. 1 of 3
How do I make overlays for a biped? Can anyone tell me how or link me to a tutorial? Thanks!
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flameomega
Joined: Jul 19, 2010
My animation portfolio http://farzad.csprance.com/
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Posted: Aug 19, 2012 01:43 PM
Msg. 2 of 3
Quote: --- Original message by: waffles lol coulda asked me on xfire, or even the guy animating the elite for ya. Lel, I have no clue about overlaying :P
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teh lag
Joined: May 6, 2008
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Posted: Aug 19, 2012 07:59 PM
Msg. 3 of 3
It depends on the animation in question. Assuming you mean aim-still and aim-move, the rules are the same as for any unit. You specify the number of left/right/up/down frames and degrees in the unit->weapon block animation tag, and just make animations which match those.
Unit aiming overlay frames are laid out with frame 0 as the "default" pose. Horizontal aiming is right-to-left, vertical aiming is bottom-to-top. Horizontal poses are defined within vertical poses. For example, if you defined a weapon block with 2 right frames of 45 degrees, 1 left frame of 90 degrees, and 1 up + 1 down frame of 90 degrees, your aiming animations would be laid out like so:
0 - default 1 - down (90) right-extreme (90) 2 - down (90) right-mid (45) 3 - down (90) center (0) 4 - down (90) left (90)
5 - center (0) right-extreme (90) 6 - center (0) right-mid (45) 7 - center (0) center (0) [same as default] 8 - center (0) left (90)
9 - up (90) right-extreme (90) 10 - up (90) right-mid (45) 11 - up (90) center (0) 12 - up (90) left (90)
As far as I can tell the rules for aim-move are the same as aim-still. Edited by teh lag on Aug 19, 2012 at 08:00 PM
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