By reading the title you may think it’s another thread which go in every directions but all is linked
mecha
On the older site there was a (i remember only this one) suggestion post about mecha. To make them they suggested to implement motor blocs and link them together to make arms, legs, etc …
I don’t thought it was a good solution because to make an arm you would have to various type of blocs makes calcul to have the cinematic model, it would use a lot of CPu to calculate colisions between parts and if i remember well there wasn’t a solution to how you control it.
My idea is to use predefined shapes with predefined animations, it’s a little like the player model.
First you get/make a model file with a skeleton with designed area where you can place blocks and a set of animations.
Then in game you have a block, let’s call it skeleton block in this post (i’m not good to find names) which allows to select a defined skeleton among the list catalog of shapes you have.
When you have selected your shape, you place blocks to fill the bones of your skeleton.
Let’s take the example of legs :
(my apologies i’m not good with Paint)
In most sci-fi universes there are 3 (correct me if i forgot one) types of locomotion for land vehicules :
The skeleton block described in the first part can be a solution to make these3 types of land vehicles
legs : the most obvious, with a skeleton block with a leg model and animation you can make a walking vehicule like for instance :
Weels : it may look far different from legs unless you consider that a weel is just an horizontal leg that rotate on its axe then a skeleton block with a correct preset allow to make wheeled vehicle (see picture)
There is 2 problems that still remains for wheels :
Repulsors : it’s easy just consider a skeleton bloc with a preset with a unique bone box that stays empty and you have a vehicle whith repulsor.
Robots
Well mecha are technically robots without AI so to make a robot you just put an AI module on a mecha and that’s done. That’s true but whith the skeleton block you whill only make big robots.
I have a solution to make more human-sized robots use ‘mini cubes’
There’s a thread about handled weapon :
In this thread one of the idea (by BasicPaul)is to build weapon with ‘mini cubes’, and when you save it the weapon is stored not as a collection of block but as an unique entity to lessen the calculation needs.
If this is doable implemented, it could be used to make human sized robot : you use a ‘mini skeleton cube’, the bone part of your robot are made of ‘mini bloc’ and each bone part is saved as an unique entity.you have a robot made of a tenth twentyth of parts instead of hundreds.
Armor
If the part about robots is implemented you havealready made customizable armor : the bone boxes of a skeleton bloc with an humanoid preset are the different part of the armor and with the minibloc save system proposed by BasicPaul there wouldn ‘t be few parts to deal with making it less CPU costly.
I hope i was clear in my explanation, let's hear your opinion on this idea,
do you think it is good idea ? do you see way to improve it ?
PS: i don't know if it's me or we are unlogged to rapidly, i had
mecha
On the older site there was a (i remember only this one) suggestion post about mecha. To make them they suggested to implement motor blocs and link them together to make arms, legs, etc …
I don’t thought it was a good solution because to make an arm you would have to various type of blocs makes calcul to have the cinematic model, it would use a lot of CPu to calculate colisions between parts and if i remember well there wasn’t a solution to how you control it.
My idea is to use predefined shapes with predefined animations, it’s a little like the player model.
First you get/make a model file with a skeleton with designed area where you can place blocks and a set of animations.
Then in game you have a block, let’s call it skeleton block in this post (i’m not good to find names) which allows to select a defined skeleton among the list catalog of shapes you have.
When you have selected your shape, you place blocks to fill the bones of your skeleton.
Let’s take the example of legs :
(my apologies i’m not good with Paint)
- The green boxes in the picture (i’ll call them bone boxes) delimit the space where you can put blocks, while it stays in the boundaries of the box you can make every shape you want
- the grey spheres are the joints they are here just to fill the void between bone parts
- The red boxes are the collisions box for interaction with other things (player/ships/planet/ stations …)
- you consider emsembles (legs/ arms) and not parts (hand/forearm/elbow) so you don’t have to care about collision between parts, this was taken care of when the animation of the skeleton was made
- controls are easier :
- i push forward then i go forward and the corresponding animation is triggerred
- i push 1,2,3…. And i trigger the animation to the arm 1,2,3…
- The skeleton is like a character model, so there would be part of the code about character animation that could be re-used
- Omni said Schema was/is/will work on a tool to make cutomized characters models with animations etc …. There would need few modification to this tool to make a skeleton shape editor
In most sci-fi universes there are 3 (correct me if i forgot one) types of locomotion for land vehicules :
- Legs
- Wheels
- Repulsors
The skeleton block described in the first part can be a solution to make these3 types of land vehicles
legs : the most obvious, with a skeleton block with a leg model and animation you can make a walking vehicule like for instance :
Weels : it may look far different from legs unless you consider that a weel is just an horizontal leg that rotate on its axe then a skeleton block with a correct preset allow to make wheeled vehicle (see picture)
There is 2 problems that still remains for wheels :
- You can move lateraly, it’s a bit odd for a car/buggy/moto (maybe add to the skeleton and animation a configuration of allowed/forbided movements)
- You can’t make a caterpillar tractors
Repulsors : it’s easy just consider a skeleton bloc with a preset with a unique bone box that stays empty and you have a vehicle whith repulsor.
Robots
Well mecha are technically robots without AI so to make a robot you just put an AI module on a mecha and that’s done. That’s true but whith the skeleton block you whill only make big robots.
I have a solution to make more human-sized robots use ‘mini cubes’
There’s a thread about handled weapon :
In this thread one of the idea (by BasicPaul)is to build weapon with ‘mini cubes’, and when you save it the weapon is stored not as a collection of block but as an unique entity to lessen the calculation needs.
If this is doable implemented, it could be used to make human sized robot : you use a ‘mini skeleton cube’, the bone part of your robot are made of ‘mini bloc’ and each bone part is saved as an unique entity.you have a robot made of a tenth twentyth of parts instead of hundreds.
Armor
If the part about robots is implemented you havealready made customizable armor : the bone boxes of a skeleton bloc with an humanoid preset are the different part of the armor and with the minibloc save system proposed by BasicPaul there wouldn ‘t be few parts to deal with making it less CPU costly.
I hope i was clear in my explanation, let's hear your opinion on this idea,
do you think it is good idea ? do you see way to improve it ?
PS: i don't know if it's me or we are unlogged to rapidly, i had
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