If you look at the image, you can see what time it is :rolleyes: I got bored and decided to start playing around with the Blender Game Engine again. I started designing low poly characters to use to make a simple 3rd-person RPG style template. I’ll finish him up sometime and slap some nice textures on him, but what I’m more interested in is getting him to walk around using the directional keys (WSAD would even work). Anyone got any links or tips to achieving this? I know how to rig so that’s not a problem, but I’m not sure how to setup the actions so that when WKEY is pressed the character will run forward, SKEY will make him run backwards, etc. I’ll post more as he progresses.
Hey, BrianH!
Cool name! (I am also a BrianH:) ) Good stuff going there! To make your character move:
First, create an empty as your base object (this one will be the moving/dynamic object). You know this part.
Next, you’ll have to rig the character with an armature set-up, using vertex groups or something similar. Now, animate the armature with different walking/running movements for different directions. In your set-up, have the wsad sensors (on your empty) trigger the ‘action’ actuators (on your armature) that store the different animations.
Parent the armature to the empty, time the animation with the speed of your empty and you’re done!
I’ve got a silly little unfinished game that demonstrates this if you don’t understand what I just outlined. Just ask!
Hope that helps!
~~Stu_Flowers
Hello
http://otothecleaner.free.fr/tutorials/LittleOTO/littleoto6/otolittle6.html
old but maybe useful
Bye
Yeah, I would have posted some links but I couldn’t think of any off-hand…
WHat a cool charictor!!
one note on the mesh topography… take a peek at the knees, I would add 1 edge loop there…
also dont use the envelops, everything needs to be either weightpainted or assigned a vertex group…
cant wait to see this little guy with a texture on him… he looks pretty cool8)
Thanks, I’m working on rigging him at the moment, and then I’ll work on unwrapping him and get some sweet textures on him. Thanks for the tutorial, I’ll have to see what I can come up with. Maybe I’ll end up making a whole RPG from him, I dunno. Time will tell. Again, thanks for the help and the crits, most welcome.
sure…
btw…
my comments above where on auto-pilot… I say that to everyone
nice to see you over here in the game side of teh forums again…
I think I have a furshader pack from you at one time
Ok, I got him fully rigged for a simple walkcycle, and following the tutorial I made a simple walkcycle for the action, but I cannot get the action to play when W is pressed. I have an empty controlling the WSAD and DLoc movement of the character, and the mesh is parented to the empty. I had to setup the logic bricks on the Armature to be able to add the W control to play the Action, because there is no option for Action when I tried applying it to the Empty. When I press W, the character moves, but the action doesn’t play. I tried deleting the DLoc bricks from the Empty and then it just simply wouldn’t do anything. Any ideas how to fix this and get the character to move and play the action at the same time?
Holy crap! your still alive!
Awesome man!
Sounds like you did everything you were supposed to…hmm weird.
my only guess is you didn’t name the action correctly in the actuator. Didn’t capitalize w in the walk maybe
hmmm. Post a .blend so we can look at it.
~~Stu_Flowers
Maybe you are trying to set up the action brick while having the empty selected? You’ll need to have the action bricks on your armature. That’s the only thing I can think you’re doing wrong.
I’ve even tried removing the W action brick from the Empty and applying it to the armature, so the Empty has no reason to interact with the WKEY and the armature has both Motion and Action bricks applied to it, and it still doesn’t work.
If you don’t want to post the .blend, I’d love to see a shot of your logic setup.
Here’s the settings that are applied to the Empty:
And here’s the settings that are applied to the Armature:
Keep in mind, this is only setup for front and back movement, but I’ll add in the left and right once I can figure out how to get this to work.
Well, everything looks shipshape to me. This is more of an optimization thing really, but it may be easier for you if you select the “CharArm” and the “CharEmpty” simultaneously, and instead of having a sensor and controller on “CharArm”, just wire your “cont” controller on the “CharEmpty” to the “WalkCycle” actuator on your “CharArm”
Hey, Your Actions look good and all, but what type of character would that “thing” be used for. In my opinion ( which you did not ask for) it looks like a nerdy kid with glasses. I would name him dexter and the only action would be getting punched in the face. That was mean :o But what kind of character is it
Werent you supposed to be banned for making an ass out of yourself with social’s fps template? Where do you people come from anyway?
Edit: Sorry i forgot to comment on your character BrianH. I think he looks great, reminds me of a character from Jimmy Neutron = )
Have you tried not making the armature a dynamic actor?
I used the walkcycle tut but found there was an issue with clashing boundaries, I solved this by not making the armature or skin and ‘actor’ or ‘dymanic’
lol.
I got this baby for the next two days. I am gonna be texturing him so I will post updates here. No! he will NOT look like the kid from jimmy neutron.
Of course he is gonna be sporting a blender t-shirt