posted 06-03-2000 01:24 AM
The readme in Oliver Pieper's Bin Animator gives a pretty good description of how it all works.The game engine itself 'morphs' between one frame and the next and that is really what makes the process so amazing. You really don't have to try too hard to make transitional frames, you just make a beginning and an end of a movement (basically) and all of the in between will morph quite magically.
The models have to have the identical number of vertices and faces, and I believe the vertice numbering must be the same. So that vertice #33 on the first model will morph to the position of vertice #33 on the second model.
To make simple spinning model all you have to do is save your basic model as the first frame, rotate it 90 degrees on the Y axis and save as the second frame, rotate 90 degrees again and save as third frame, then rotate 90 degrees one more time and save as the fourth frame. I find that works beautifully.
Then you start bin animator, insert the model names in order, set the # of frames and framerate, save as yet another bin name (include the BIN extension, and don't accidentally overwrite an existing bin because I don't think you will be prompted for an overwrite).
That's about it.
You can also make an animation by translating the whole model or just some vertices between frames. A simple two frame animation would consist of a model at ground level, and then a second frame with that same model translated up a number of feet, Animate those frames and you'll have something riding up and down.
I've had an idea in me head a long time, even before I knew how it could be done, of some animated spikes that could be set deep in the floors and ceilings, and would ride up and down. Quite a menacing picture ;-) Never done it yet though. But I've had a lot of fun with animated models. I am making a track right now that will have quite a few.
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I think the trick is to create the extremes of of each 'movement' and allow the game engine itself to morph between them. But if the range of motion is too great or goes through too much of an arc, then you would do well to create a mid-point frame so that the model will not change shape too noticeably during the transition. Experimentation is the key to finding what works most efficiently and looks the best for your model's shape.
Lets say you wanted to make a forklift function by moving forward, lifting up, moving back, and setting down:
First frame is the forklift with forks down. (FL1.bin)
Second frame is the whole model is translated forward (FL2.bin)
Third frame the forks are lifted to the top postion (FL3.bin)
Fourth frame is whole model translated backwards to original position (FL4.bin)
That is the loop. The game should morph each of those movements and it should look quite natural.
If you wanted the forklift to pause when forks are down you would keep inserting FL1.bin as additional frames of the animation, to add to the time that position is kept.
[This message has been edited by Winterkill (edited 06-03-2000).]