Fair enough about the medal - wouldn't want to risk that outside falling off or getting nicked!
I get the jist of what you mean about style. I'm always curious (as my profile says) to see what jog shoes folk wear, though I don't care for dress shoes, which I'm guessing the 'heavy shoes' are. Remind me too much of school or work! :D
Well, I hope you add more to your profile and enjoy the site, man!
I've played some RPG's that let you zoom from 3rd to FP (e.g. WoW) - but I think I'll end up going more top-down 'cause it's easier to collect & use stuff that way.
No problem. I've got spare time and it's cool getting to know folk that have time too to answer. What sort of look do you have these days without the 'hawk? Do you go for the full punk gear & boots or what sort of style do you wear?
It's kinda changing from a 3D Dungeon Master first-person maze/dungeon one into a RuneScape type thing with skills and that. Done a lot of planning for the gameplay over the last 6 months, now onto getting enough icons done to get basic skills, fishing & cooking atm.
I've had a look at about 5 of your vids, will work through them - might take me a bit of time, but I do like the Parrot Horror Movie and the bunch of animations one - nice moves. Don't know if you mind comments or not on them? Some folk can't be bothered reading lots of comments on their stuff, even though I am genuine with them.
Coding is lots of little things to keep track of - much like animation, except you can't just forget them, once you've done a section. It's why I'm enjoying drawing little icons right now for my game - at least I have something to show without a lot of time spent.
haha If only...but what is nice with DirectX animation is that it'll blend animation sequences seamlessly together. So, saves all that effort doing every combination between actions.
The main problem is writing a version of the code suitable for a game - the given tutorial stuff isn't really designed for more than one animated model at once. Plus, the code I converted turned out to add in a massive circular movement round the centre with animations exported from 3DS Max & Maya. I gave up then 'cause I'd need to start again and convert a more complex bulk of code. Eventually I'll feel like digging in again 'cause animation is cool.
I agree though that movie animation needs to take in a lot more subtleties - like gestures, facial expression and talking which usually only occur during game cutscenes. I've no plans to do them, since it's a lot of work for a short view time per person. Still, very cool if you do some robots fight sequences - hope you upload some vids if you do any sometime.
I tried using 3DS Max and Maya for animation, Maya crashes a lot even though I found it more intuitive to learn. 3DS Max though I moved onto, the problems I have is getting the animation to export out in a format I can use in my game.
I found certain parts of the mesh got removed (the tail tip on a giant worm) once I got past a certain number of bones. Plus, it can be hard to manipulate the bones right without twisting them in the wrong way.
Though there's so much to play with, it'll be great fun to get into walk, run & attack cycles. To have your own creation come to live will be very cool.