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crawl


justice1000

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Unlikely :(

 

But I have been messing with Havok Behaviour all week and some cool s*** you can do, When you add terrain and environment assets to a scene, they can contain a special behaviour nodes, for example once your character encounters a small tunnel your character can dynamically understand that space is for crawling, so at that point an animation state can be called and transition into the crawl animation pretty much on it's own. The tools they are using are actually quite powerful to give quite a lot of character to environment interaction.

 

I expect little touches of environment interaction like the logging we have seen in the demo...

Edited by Ghogiel
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Unlikely :(

 

But I have been messing with Havok Behaviour all week and some cool s*** you can do, When you add terrain and environment assets to a scene, they can contain a special behaviour nodes, for example once your character encounters a small tunnel your character can dynamically understand that space is for crawling, so at that point an animation state can be called and transition into the crawl animation pretty much on it's own. The tools they are using are actually quite powerful to give quite a lot of character to environment interaction.

 

I expect little touches of environment interaction like the logging we have seen in the demo...

Hrm...this bodes well for modding. :thumbsup:

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Unlikely :(

 

But I have been messing with Havok Behaviour all week and some cool s*** you can do, When you add terrain and environment assets to a scene, they can contain a special behaviour nodes, for example once your character encounters a small tunnel your character can dynamically understand that space is for crawling, so at that point an animation state can be called and transition into the crawl animation pretty much on it's own. The tools they are using are actually quite powerful to give quite a lot of character to environment interaction.

 

I expect little touches of environment interaction like the logging we have seen in the demo...

Hmmm, perhaps they are using this to achieve the push from flowing water. http://thewormhole.nfshost.com/forum/Smileys/default/thinking.gif

 

As Lowk said this could bode very well for modding especially if we can easily modify and add this data directly to meshes.

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As Lowk said this could bode very well for modding especially if we can easily modify and add this data directly to meshes.

That is the crux. A lot of the scripting unless stored and edtiable in the esm, if that is even how it works, will be hard coded into the exe at runtime, meaning we can probably use what is there, but modifiying it and adding new, new s*** might not work out very well. Just have to waint and see,

 

Seeing as they are still using nif format quite a lot of HB node structures might be embedded into them. Once that is decoded for nifskope, then we will see. Could be simple enough for neatly every modder who is going to be animating. which is probably going to be like 5 modders.

Edited by Ghogiel
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yeah.

 

but there is a difference in how it is done and the complexity of the way it is done in HB. The state machine and scripted functions allow for a much realer interactivity, it can dynamically sense the height of ledges, where footing is, the blending is really powerful.

Edited by Ghogiel
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