QuaziGNRLnose's Forum Posts

  • CONSTRUCT MAN, AWAI!

  • happy holidays everyone!

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  • imo a workstation needs a few things to be considered a work station

    garbage lying astray

    empty glasses of finished drink and or cans (having more than 1 is a bonus!)

    junk you cant be bothered to clean up

    4(?) speakers 3(?) screens and and xbox 360 elite(?) and or controller(?)

    cds just sitting there.

  • reminds me of a game i downloaded on TDC which was an n clone also

  • Wow that's cool man

    Even though Dave has worked out this new bones thing, this could still be really useful.

    ~Sol

    thanks for the feedback sol

    im not sure if daves thing supports ik, probably not since from what ive heard its foward kinematics with keyframes

    this could be used in conjunction for holding weapons and what not. Anything thats not really a preplanned movement like walking.

  • peggle not poddle

  • [quote:xus08o2f]bare necessities.

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  • sure you can. I made them by myself.

    s**t how?

  • [quote:3a3iav7u]That sounds awesome

    i second that

    check out my new IKchain cap in uploads you guys.

  • Today while i was on Construct i went about trying to build a simple IK bone system and came up with this.

    Its not perfect yet, as i havnt found the correct # relationship for something (its illuding me but i'll find it soon!)

    The reason its not perfect is the target point of the IK does not represent the excact position where the end of the chain will land (it deviates about -10/+10 pixels) but is still very usefull. The other end stays excact so... if you would like an excact end point and a deviating shoulder just switch em around!

    This is very easy to use and can be very useful for character animation

  • [quote:1kvefxmy]Yeah your bloody math man. It's way too good. I'm jealous.

    lol thanks

    [quote:1kvefxmy]In effect it would pretty much look the same, yes. Your blob guy looks like what a bones system would do, just without actual bones. You've gone and made some kind of crazy complex IK chain without using a true bones system

    what im wondering about is how the animation of the skeleton will work, will there be some key framing thingy or will it be set up through events by rotating individual bones, im guessing the latter which would make animation pretty hard.

    i guess will have to wait and see

    and now that you mention IK, an IK object would be pretty darn useful. with 'n' segments and fast c++ ik solving

  • it probably works like my blobber character, they may have even gotten the idea for such an object from it. Its pretty complex to set up and not something the average user could do on his own, this object would make it wayyyy easier.

  • may i ask where you got that beautiful explosion animation?

  • <img src="http://www.connectionworld.org/wp-content/uploads/megaman.jpg">

    found this in a forum, hilarious

  • dont have ioj reupload =D