hen creating animations, you should be very careful what you do with the FloorRef. When walking or running, the character should stay at a constant height from the FloorRef object. When jumping, the Character should increase it’s distance from the FloorRef object to give the appearance of translation away from the floor. Characters should ALSO have a “stationary root” that only moves relative to the floor reference (e.g. for walking, jumping etc.) but that does not move constantly (i.e. in an idle animation the root should not move). This is very important if you wish to use your Characters with the Virtools Mulituser Pack, or the dead reckoning algorithm used for predicting distributed objects will not work correctly.
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Virtools Dev is an extensive collection of technologies for 3D visualization. The Virtools Dev technologies are broadly grouped as:
1. an Authoring application
2. a Behavioral Engine (CK2)
3. a Rendering Engine
4. a Web Player
5. a Software Development Kit (SDK)
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When creating animations, you should be very careful what you do with the FloorRef. When walking or running, the character should stay at a constant height from the FloorRef object. When jumping, the Character should increase it’s distance from the FloorRef object to give the appearance of translation away from the floor. Characters should ALSO have a “stationary root” that only moves relative to the floor reference (e.g. for walking, jumping etc.) but that does not move constantly (i.e. in an idle animation the root should not move). This is very important if you wish to use your Characters with the Virtools Mulituser Pack, or the dead reckoning algorithm used for predicting distributed objects will not work correctly.
Read the rest of this entry »