Limb like Animation question.

PS_VITA

Active member
Hi guys,

All my life I wanted to know how this type of limb animation is possible before flash was invented.

I love the idea of just making one single Sprite and giving it life via programming.

However,  I'm unsure if this is something that's recommended with openbor and if it's even worth the  hassle of trying to script something like this.

Has anyone ever attempted something like this  before?
 
The spawnbind function does not handel this very well as when the source image is rotated the binded image is not adjusted to accommodate it would be possible to make a update script to emulate or adjust the bind based on the source images rotation.
 
PS VITA said:
Has anyone ever attempted something like this  before?

Not that I know of  ::).

I can imagine script system to create something like this. It would be complex for sure since each limb part will have to be rotated & repositioned whenever parent part rotates.
 
im pretty sure they had inhouse animation program for that ,
Id do it with bindentity and have actual frames for torso that i might eventually rotate now and then, the rest would follow timing of that main torso animation as bind entities.
Pivot points would have to be defined and calculated all the time during rotation.
 
That was made using Skeletal animation https://en.wikipedia.org/wiki/Skeletal_animation

it's doable, but since there is no "smart object / composition / smart clip" in OpenBOR (IOW, you can have an entity with is binded inside another, so if the root rotates, the content inside rotates too), this could be very time consuming to do, because you would need to calculate the rotation yourself, like storing the root (the first piece) rotation and apply it on all its child, even changing the pivot points on the fly.
All of this is handled by dramethod(), but it could be very hard to achive.

Is the same techinique which was applied here (at 0:59)
https://www.youtube.com/watch?v=aJL9nQmAMB4

Since Genesis had no rotation (hardware), they had to use different pieces with different angles, but all of this is controlled by the same principle (14:10 and many other parts)
https://www.youtube.com/watch?v=iooQeqdyB8E

White Dragon made a Bezier Curve script and you can take a look at it. But you would need to really understand how script works (and some math too) to fully understand it
http://www.chronocrash.com/forum/index.php?topic=1900.msg24886#msg24886
 
Well crap. I had to write a Bezier Curve function for Lucia's Run. Would have saved me some time I've I knew someone else already did it.  ::)

Unless I'm mistaken Bloodbane wrote a system for serpentine motion specifically to replicate Contra bosses. Might be worth taking a look at.

DC
 
Thanks guys,
The explanation,links and education on the topic are really amazing.

Maybe one day, I will be able to aleast come close to doing something from what I learned today.
 
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