Author Topic: Can Enkis sit on chairs?  (Read 5140 times)

Kaityra

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Re: Can Enkis sit on chairs?
« Reply #45 on: July 20, 2007, 01:13:55 pm »
Hello!

I will simplify. The tailbone does not come directly out of the behind, but sits higher exactly as it does on us. A tail does not interfere with Enkidukai sitting as humans sit.

I accept this as a statement although the current model of the Enkidukai (at least that of the female) suggest that the tail bone is fairly low. I'll guess you will get a problem should you ever try to create a model for an Enkidukai sitting on a chair. Until then I consider this topic solved. I agree with Irick as nobody could convince me otherwise.

With kind regards
Kaityra

Kieve

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Re: Can Enkis sit on chairs?
« Reply #46 on: July 21, 2007, 01:57:40 am »
This one isn't a debate about bone structure or "comfort" of sitting, but rather relates to animation.

We have a /sit command that causes the player model to run its sitting/sitting-loop animations. From what I've seen all the animation files are separate component parts so in [theory] it wouldn't be difficult to add a new animation (edit the CAL3D file to accept it, create new anim, and so forth)... I do acknowledge (from personal experience) that creating an animation is not as simple as saying "let it be so" but I imagine this is doable.
Anyhow, in the same vein that we have /attack1...5, perhaps a new /sit1 animation and game command for those of us who'd actually use chairs? Or even just an alternate sit command - doesn't necessarily have to be targeted towards chairs.

I know it's not a very high priority, but I thought I'd throw it out there.


Karyuu

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Re: Can Enkis sit on chairs?
« Reply #47 on: July 21, 2007, 02:04:55 am »
We have different chairs of different heights in the game - we'd never be able to match the animations properly at this stage.
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Kieve

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Re: Can Enkis sit on chairs?
« Reply #48 on: July 21, 2007, 02:12:17 am »
Depends on how it was done, actually...  :sweatdrop:
I was thinking more of the people who (for whatever reason) sit cross-legged in chairs, although I do understand completely.
I do wonder however - it seems most static objects (rocks, tables, chairs, etc) all have bounding boxes for collision, so it could be feasible to gear the animation in question to "ground level" and take advantage of this natural collision. Of course, using it on flat terrain would mean your legs(/tail) go sinking into the ground, but the idea is there at least... I'm sure there [could] be an efficient solution, but that's a technical discussion for a different thread (or IRC).  :whistling:
Just thought I'd pose the idea.