Skategame development: 3D character prototype
Alright, this is the robot guy being positioned and rendered from within Flash, using the pre-rendered sprite technique I posted earlier and a number of other tricks and algorithms. Still got a bit to go, some subtle scaling of sprites depending on their distance from the camera will make this look better, plus in the game everything will be smaller and faster and will avoid any noticeable frame clicking.Most parts of the robot have a series of 16-40 frames, but the board has 250+ because of all the possible flip / spin / dive positions that the board might be in during any given flip trick at any given angle (oh man, it’ll be interesting how the trick naming thingamajig is going to work…)And yeah, also the data for each of the limb’s positions are stored as 3D vectors, which along with all other pose data are being fed out of the animation manager mentioned five posts down. Once I get my animation editor UI thing up to scratch it’ll be time to get on the animating.

Skategame development: 3D character prototype

Alright, this is the robot guy being positioned and rendered from within Flash, using the pre-rendered sprite technique I posted earlier and a number of other tricks and algorithms. Still got a bit to go, some subtle scaling of sprites depending on their distance from the camera will make this look better, plus in the game everything will be smaller and faster and will avoid any noticeable frame clicking.

Most parts of the robot have a series of 16-40 frames, but the board has 250+ because of all the possible flip / spin / dive positions that the board might be in during any given flip trick at any given angle (oh man, it’ll be interesting how the trick naming thingamajig is going to work…)

And yeah, also the data for each of the limb’s positions are stored as 3D vectors, which along with all other pose data are being fed out of the animation manager mentioned five posts down. Once I get my animation editor UI thing up to scratch it’ll be time to get on the animating.