QuaziGNRLnose's Forum Posts

  • yes pretty much, and some extra things so that it never returns a 3rd side londer than the sum of the other sides, and never returns a 3rd side shorter than the longest of the 2nd sides minus the other non 3rd side. also, you have to factor in that the solving formula gives you angles in terms of relativity to other sides, so youll get 60 with a triangle with = sides, instead of getting 60,120 and 180.

    i think construct should have a triangle solving function, like it has for lerp, qarp, and Cubic

    something like SidesTri(a,b,c,X) (one for when you have all sides) and one like AngleTri(A,B,C,x)

    abc are the input values (known side lengths, or known angles) and x is the value you want to know (A,B or C, which will return to you said angle/side depending on what formula you used)

  • this is a new and improved IK that i invented, its 100% accurate and will not cause any slowdown, since it runs incredibly fast

    my average 1.8 dual core can handle 370 chains without dipping below 60 fps, thats fast.

    this chain can also handle any length of arm, in any combination, it cannot glitch.

    the arm itself is very simple to setup and requires only 8 actions and 4 events to function 100% normally (2 of the events only require 1 action, and 1 of them requires 2, the other contains 4)

    in my cap i added alot of extra bells and whistles, but the simplicity of the chain can be seen in the IK arm group, the canvas is obviously not needed.

    here it is

  • ill post a better example in uploads, my technique is simple to use, and i bet a dev is gonna turn it into a behaviour.

    my average computer runs this IK very easily

    it can handle 370 constantly solving chains, without dropping below 60 fps. thats very efficient

  • it may seem complex, but all you need to do is change the parameters around to suit your needs

    it uses this method to solve the ik.

    it uses the cosine rule, explained well here

    http://www.teacherschoice.com.au/Maths_ ... ig_SSS.htm

  • well, you have to realise when you have only 3 arms, things get really complicated and instead of 2 possible solutions youll get 300 solutions, because the arms will have lots of range of motion.

    if you want more than 2 arms on an ik, just make a seperate one for each task, youll have way more control like that anyways. i can probably make a faux 3 arm, but it wont choose the optimal solution, itll bend more like a finger does.

    heres the cap for my 2 arm, it uses a trignometry to work

    http://willhostforfood.com/files3/6035270/RealIK.cap

  • create an object that draws a polygon, when you give it x amount of points and give each points position it draws the gon, with a chosen fill and line colour (or just make polygon part of canvas plz!!!)

  • i can do a 2 arm IK with 3 events, but it can even use 1.

    its 100% accurate

    you could probably make a behaviour with my method (this is for the devs)

    my method should accomodate any arm length. Although its not working for me atm it can only work with equal length arms. no reason why it shouldnt, its a problem in my actions.

  • "of course the quality would be determined by how well i boned her body and how well I rotated her limbs"

    tsk tsk tsk, and i thought you were a nice guy...

  • sure, i used hinges,

    damn it seems to be broken for some reason, it just falls apart, ill remake it later, I dont feel like doing it right now.

  • ive already done it with physics

    or is that not allowed?

    edit: i saw your thing, i guess physics is allowed.

    i find your thing represents an elastic more than a rope.

  • cant you just use 2 families on one object? and then compare them by a variable

    like

    blue value=0

    green value=1

    (but those groups are only for one object)

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  • dammit someone beat me 2 it!!!

    grr

    very nice, i myself was thinking about making a fur type thing. in a somewhat similar way.

  • Alright, well I can add images like this:

    <img src="http://i39.tinypic.com/69omfo.jpg">

    I think that's close to your image style

    just give that shadow some realistic forshortening

    itll look less 2d.

  • maybe i could help

    im sure you could use a guy like me. although be warned, i procrastinate alot.

    anyways, from what i see of your graphics i think the best animation style would be something like this game

    you seem to be able to draw characters very well in diff direction and poses, so if you made me your graphics as individual pieces (like arms legs head torso wtv) and drew the different looking pieces for poses, we could make this type of animation using the bone movement behaviour.

    (for battle scenes im talking)

    i could handle the animation aspect of battles, i wouldnt be the best for setting up an inventory and stuf

  • download the file i posted in my 3rd post, thats the correct one