A whip

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Ikor

I was working on ablade in wings3D when I came up with the idea of a whip... Is it actually possible to make something that flexible? And if it is, someone has a tutorial for it? 
 
You would need a new animation, which can't be done yet, unless you change one of the unused ones, but I'm not sure how well that works.  With a new animation, it can be done. It would be hard to check whether or not the whip hits someone though.
 
In the wedding dance i'm sure the torturers had whips. I didn't use on though, i just noticed you could pick them up
 
I noticed there where proposals for a flail, and I asume there animations are alike with the whips. But do there exist any flails yet?
 
well. You could make it in frames I guess. I mean for the flexible part. To it moves like a real whip. And then just use the one handed upper attack animation. And make a lot of frames so it bends smoothly and nicely... And the I guess you have a whip..
 
The trick here is how to animate something that is not, by nature, animated by the game engine.

Right now, off the top of my head, I would say that you'd have to be pretty clever with a particle system.  I'm not going to be the one to try...
 
a particle system? why? I mean. using one of the current animations and then make alot of frames that is played up when you make an attack command, would be the easiest way of doing it... right?
 
I think using particle system will give a better realistic representation. You don't your whip just flying off to wired directions when you wave it randomly. :mrgreen:
 
foxyman said:
I think using particle system will give a better realistic representation. You don't your whip just flying off to wired directions when you wave it randomly. :mrgreen:

Okey. I donno how that would work, and it would just be harder but okey.
 
Anyway, I don't get a word from what you guys are saying  :? Maybe someone could do it for me? As a challenge  :lol: ?
I just made my first 3D model :P
 
bjorne. said:
a particle system? why? I mean. using one of the current animations and then make alot of frames that is played up when you make an attack command, would be the easiest way of doing it... right?

How are you going to animate the whip?  The only other option would be VTA, since you can't add skeletons to the game.  Well, I guess you could do it with a scene prop.  Just remove the current instant and change it to another when the attack key is pressed.  Give it a try.  Currently I'm working heavy on manually controlling certain aspects of the game to make it work the way I need it to.  No time to stray from the target.

Using a particle system (as series of dots along a line) might allow for a fluid looking motion, though I do not know if the particle system can do this.
 
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