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1. This video shows the character animation along with the detailed collision detection. The character's animation is generated on the fly with all polygons calculated for the character's current position. All parts of the character are checked for collisions along with the weapon. This video shows the character's collision with a wall and how both the character and weapon are not allowed to enter the wall's area. The goal is to produce realistic movements and not have players or their weapons move through objects.
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2. This video shows the ability to switch from third person to first person on the fly and the accurate camera positioning in first person. As the player runs in first person, the view realistically moves and sways. This view is solely determined by the animation sequence and the character's position in real space. As we create further animations such as jump, walk, or death animations, the camera will accurately depict the character's view through all of these.
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3. This video shows the character animation and the ability of the bounds checking to determine when the character is about to contact an object and can move up and over it. There is nothing in the map file that tells the engine there are stairs at this location, the character animation detects an object and moves over it.
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4. This video shows the character's animation in slow motion and how it interacts with the ground. Two details to watch are how the character's feet push the player up when they contact the ground and how the character doesn't change direction in the air, only when the feet touch the ground.
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