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View Full Version : Basic Idea: Inverse Kinematics


babywax
12-17-2003, 10:47 PM
I was wondering if you guys could implement this in some way or form into the basic version, that would really be of use. (ex. Razorace's saber locking etc)

Marker0077
12-18-2003, 02:54 AM
First of all, I'm not exactly sure what you are looking to do, are you looking to reverse the kata animations (like blue lunge but in dual stance) or what?

Secondly, all gameplay changes belong in enhanced but since I am not sure what you are looking to do, it's hard to say if this is one.

razorace
12-18-2003, 03:06 AM
Inverse Kinematics is just a form of math. I assume you mean Inverse Kinematics based animations. And the answer is no, it would take forever to do, require a pro-level team of coders, and probably be impossible without being able to change the engine source code.

babywax
12-18-2003, 03:07 AM
http://freespace.virgin.net/hugo.elias/models/m_ik.htm
should explain it well.
It is the best way to move limbs etc... very useful for doing real-time animations. Of course it might not be feasible without re-writing a large amount of the animation code, and it may just not be worth it. I don't know much about Q3 code and don't have the time to do it myself, otherwise I would. Just a suggestion.

P.S.
It isn't a gameplay change, more of a feature.

EDIT:
Ah, thanks razorace, I was just curious.

Marker0077
12-18-2003, 03:42 AM
Ahh, ya something like this would require a new .gla compilation. Not sure how feasable doing that is, I would think it wouldn't be that tough. Time consuming as hell, but not tough.