New to forums. Hi! and a question?

HI. I am new to the forums. I posted about 16 times. So hopefully this gets approved.:smiley:

I consider myself an artist. I draw and my medium of choice is Pencil and whatever paper I feel like using at the time. Now I am interested in converting to the 3D graphics realm.

A little story: My brother and I are video game connoisseurs. We often find ourselves complaining about the video games. Mostly at the video games put out just to make a profit and lack artistic quality of any kind. Lengthy game play tutorials you can’t just skip over, which usually lose my interest right away. Then I played Assassin’s Creed. Visually stunning. The control interface is great. The Tutorials are built into the story and not lengthy at all. However, the drawback is redundancy in the game. I can over look that aspect.:yes: Then I thought why complain, just make your own game.

I discovered Blender. Very user friendly and intuitive interface. Great community and support behind it. The best part I couldn’t believe it was FREE and has a wonderful game engine built into it. I have seen Maya and other high end, High priced software and I am not impressed. I am impressed with Blender and in my opinion rivals the others on a large scale. I believe a program is only limited by imagination and an artistic eye.

I bought the book Essential Blender. So I am familiar with the interface. I have had Blender for about 6 months. I am interested in making a game. I have a great concept of the logic brick system and can even put music into the game engine. I understand that using Python I can make a game run more smoothly. However, I am not interested in learning scripting, maybe I will at some point. I understand whatever I can do with a script can also be accomplished with out a script.

How I like to work is by problem solving. I come up with an idea and try to make it work with the basic knowledge I have of the BUI and the BGE. I have seen Good and bad tutorials.:smiley: I try to use my own logic.

I made a cube( for a walk cycle simulation). I wanted to be able to move the cube forward in the BGE. So I set up my logic bricks and tested and I was successful. Then I wanted to add an animation to the cube while it was moving forward and stop once I stopped depressing the UP arrow key. So I made a zigzagging animation and tested it. The animation played when I pressed the UP arrow and stopped when I quit depressing the UP arrow. However, it would not move forward. It seems that the animation over-rid the movement forward. I am not sure why. It was my attempt to see if I understood the basic concept so that I can rig a mesh and animate a walk cycle and put it into the game engine.

From what I understand you need to animate a walk cycle using the IPO curve animation to use in the BGE.

I am looking for a tutorial that shows how to set up the logic brick system to accomplish this task. I should be able to press the UP arrow for my character to walk forward and while the character is moving forward play the walk cycle animation so the character appears to be walking through the world.

If you know of any tutorial, it would be greatly appreciated or if you have any info on how to accomplish this task. I am sure it is relatively easy, but I am missing something and I can’t figure out what that something might be.:confused:

Sorry if this was too long. I just wanted to introduce myself and give you a little information about my direction.

If anybody has an information on how to set up a library and link them. I want to be able to create a mesh separate from a game environment for easy editing, yet be able to add them later to any scene I wish.

http://www.yofrankie.org/tutorial-library-linking/ From the url you should be able to guess what it is. Welcome.

IPO curve animation to use in the BGE
I would say that’s probably why your cube isn’t moving. IPO’s are more or less global values, so that means if you have given your cube an IPO with a value for locX, your cube is stuck in that position along the x axis, same for the locY and y axis, and the locZ and z axis. If you’re doing an animation, I suggest you use Armatures with vertex groups for your animation instead of IPOs. Bones are local, so you give a bone a locX value, it can still be moved by the Game Engine. What’s also useful is that you can use Armatures and IPOs together in the GE, so you could for instance add a colR IPO to your player so he goes red when he gets hurt, and he can still use Armature animations at the same time.

I’m sure Armatures would be covered in the Essential Blender, I haven’t read it myself, but it’s a big topic. Hope that helps :slight_smile:

As for your library question… Shift+F1 allows you to add files from an external library but I don’t know if it updates itself or not. But it looks like Sim88 already covered that.

im gonna say now
GET PYTHON AND LEARN IT
trust me… making a game without python is like digging a hole with a toothpick glued to your forehead.

other than that have fun

I thank you for the information, but I have already seen that tutorial and it wasn’t much help unless I am creating something for the Yo Frankie game.

The only thing I see under the actuators is IPO for animation. I also see something that says motion. Does that have to do with animation like lets say the action editor.

Yes I have seen this quote in a tutorial before. I am not interested in learning Python using scripts as a shortcut at this point in time. I am more interested in the “Hard Way” around things. I like doing things the hard way, it puts pressure on you and I like to channel the pressure into positive energy. It has always produced a great end result in all t hings that I do.

I think my original question is a little obscured. I know how to do a mesh. I know how to rig and animate armatures.

The only thing I am looking for is how to get the walk cycle animation to play in BGE when I depress the UP arrow key for the character to move and stop playing when I am not depressing the Up arrow key anymore?

I am starting to understand I need to add logic bricks to the specific armatures itself in order to animate the walk cycle, but add logic bricks to the mesh itself to get it to move forward. And the common thing in these logic bricks is the UP arrow key. One button to do all that. I know its possible, but yet can’t find a tutorial anywhere on it.:slight_smile:

The only thing I see under the actuators is IPO for animation.

The one you’re looking for is called a 'Shape Action"

Thank you Dakka Dakka. You have been most helpful. It is greatly appreciated. If I do any work of real quality I look forward to posting on the forums.:eyebrowlift2::rolleyes:

Using logic bricks isn’t “the hard way”. It’s a wall.

Sim88’s tutorial will apply to anything.

I don’t believe that to be true. Anything you can do with a script can also be accomplished without a script.
The Library and linking tutorial is vague and doesn’t go into depth about setup. Not a good tutorial in my opinion. It starts out with the assumption you have downloaded Yo Frankie and it’s associated content. I am not interested in that. I can figure out how to use it. It seems fairly simple, but set up is the aspect I am interested in.

IPOs don’t have to get you stuck on global positions, there is an add option that makes it local or you can use the delta IPOs. But for character animation armatures+actions is much much much better.

Library

  • Create/Open the blend file with your assets.
  • Create your content, make a group out of all the parts of your object
  • Save and close that blend file and open the file where you want to have it
  • press shift+f1 or append/link in the file menu
  • navigate to your blend file
  • in it’s content chose group and then the group you put it in
  • Make sure link is selected, and relative paths.
  • Click load library
  • Hit Space or shift + A, in the add menu below empty there is a group menu, choose your group
  • your group is added like any other object

What else is there to say?

And there is a lot of things that can ONLY be done by scripts. But you can come a long way with logic bricks, I am slowly updating the wiki on logic bricks, http://wiki.blender.org/index.php/Doc:Manual/Game_Engine/Logic have a look.

That’s the first time I see somebody choosing to not learn Python because it’s too easy :slight_smile:

I’ve learnt how to use link libraries from the video, it’s not that hard to understand.
You can still downlad the advanced version of my template (3.5Mo) and follow the instructions below to understand how to use linked libraries :

How can I add new groups to my levels/library.blend?

  • Start a new blend and save it in the appropriate folder (props, chars…)
  • Create an object (and his children if needed)
  • Group all those objects (Ctrl+G -> Add to New group)
  • Those informations can also be found in the Object Panel (F7) under Object and Links.
  • Open the library.blend or your level.blend File->Append or Link (Shift F1)
  • Find your .blend->Group (Right-click for multi-selection)
  • Be sure to select append or Link (according to your needs) and Relative Paths, then Load the Library.
  • To add this group to your level : Space in the 3d View->Add->Group

Too late.

hi,
i was trying to leave a reply in one of the threads where i need help but it dose not get posted .i posted 2 or 3 messages and it say one of the admin has to approve it … are the admins dead in the forum ???:mad: why is my message not posted at all …???

@zach009:

You might have found this out already, but from scanning the posts in this thread, it seems that nobody has yet mentioned a technique for moving a character whilst playing a walk animation.

You might want to use an “Action” actuator to play the walk cycle animation (action). Setting the action actuator to Loop Stop will play the action over and over in a loop whilst a key is pressed and stop the action playback the instant the key is released. Loop End for example will play the action through to the end on even a brief key press.

Movement of the character is achieved by using a motion actuator. Setting an appropriate speed for the motion will minimise character foot slip as the walk action is played back.

A more technical possibility that could give better looking results:

I’ve considered the issue of foot slip when using forces for motion resulting in variable movement speed. This would require changing the playback speed of the walk cycle action. The only solution that I’ve come up with (but not yet made an attempt to implement) is to use Python. The linear velocity of the character could be read and then some algorithm used to convert the velocity to a frame rate for the playback of the walk cycle. (Frame property on the walk cycle action actuator is set to a value held in a custom variable currentFrame that is incremented based on a custom variable playbackSpeed. playbackSpeed is calculated from the linear velocity.)

Many things can be accomplished using logic bricks, but as my example above implies, Python is required for finer customized concepts.

All the best. :slight_smile:

@amitraj1402: Welcome to the forum. Be patient. Maybe your post contained links? New users cannot post links until a certain number of posts. This is an anti-spam measure. The mods have to filter a lot of spam posts advertising porn sites, general adverts, etc. Having an automated blocking of posts from new users containing links helps them in their difficult job to keep the forums clean. There are quite a few threads on the “Website and Forum” forum that explain this issue.

Now,Now Cray. Don’t put words in my mouth. I never said Python was too easy. Scripting in an of itself is a daunting task. If I want to know Python I am going to have to go out and by a book. I have looked into Python, but Cannot find any good information about it. I have seen tutorials on it and they are not good at all. All the tutorials I have found on Python tell you to do this and to do that without any explanation as to why? :cool: The Python website itself is so convoluted and not a very good setup. The tutorials there are terrible.

zach009, first, there are lots of stuff that need python (dynamic constraints, looping around all of scene’s objects, opening and saving configuration files, etc.), and also, scripting lets you do reusable code (one of the pillars of programming).

second, before learning python (the best language for beginner programmers), you will need to learn some concepts, like algorithms, object oriented programming, grammar, etc. You could read the first chapters of the official python tutorial or the dive into python book, PM if you find anything you don’t understand

I’d just like to mention that I learned python from BGE-specific tutorials, back in the day, and I’d like to think I’m not bad at it (I had a bit of a C background, but I hadn’t gone far with that)
Unfortunately, with the new API, pretty much every BGE python tutorial is outdated, and only useful in the general theory they teach. I don’t know how many up-to-date BGE python tutorials there are out there, but I intend to write one in the near future.

Logic bricks, while decent for the most basic tasks, simply cannot do nearly as much as python, and even the things they can do (movement, animation, etc) are severely limited- by doing the same things in python you get far more control over every detail. Logic bricks are the “easy way out”, both in that there’s less effort in using them, and that you will run into a wall of limitation if you use just logic.