schmooblidon
Smash Journeyman
- Joined
- Feb 18, 2014
- Messages
- 496
In develop mode, there is the camera mode toggled with up that locks onto the character and follows them. Training mode seems to also use the same thing for it's Zoom and Free mode, but I'm only concerned with develop's camera as I can change the perspective.
Right now the camera doesn't follow the base position, seems like it's following either a particular bone or their center. I need it to follow topN.
Thank you in advance, you will be a true homie!
Edit: Thought I'd talk about what I want this for, so whomever is interested knows what their efforts will accompolish.
I've been developing a web based melee clone for about a month called Melee Light. To make marth's animations, I had to take a screenshot of each frame with environment collision boxes visible. Go through each frame and cut out a path, also including a point to the base position. Then export these paths to illustrator where I place them in the top left corner, such that the base position marker is 0,0. Then save them as an svg, copy the path's d attribute and plug them into an array. Then convert that path to an array of points, so that canvas can easily understand them and draw it out fast.
It is a tonne of RSI inducing work, and the reason why I only have marth done (not even 100% done). Recently I've discussed new methods to grab the animations with a couple of peeps. And we can up with a workflow that is 50x faster and produces really crisp paths and simultaneously sprites.
The workflow for this goes like this; Green screen the backdrop, set the camera to follow the base position, take a screenshot of each frame. Take 1 screenshot of the base position (need only 1 reference for the entire char), open all frames in gimp and use magic wand to cutout the char. convert selection to path with a high-ish tolerance so it's not crazy detailed (and therefore laggy), save as svg as one file for a whole action state. run the script i wrote to convert the whole animation into ready to use arrays of points.
With this method, we can create both this sprite based animation
and this canvas based animation
all in only about 20 mins of work.
As you can see the camera is the missing piece of the puzzle, but unfortunately I'm a scrublord when it comes to memory address stuff, and writing codes is way out of my league.
Right now the camera doesn't follow the base position, seems like it's following either a particular bone or their center. I need it to follow topN.
Thank you in advance, you will be a true homie!
Edit: Thought I'd talk about what I want this for, so whomever is interested knows what their efforts will accompolish.
I've been developing a web based melee clone for about a month called Melee Light. To make marth's animations, I had to take a screenshot of each frame with environment collision boxes visible. Go through each frame and cut out a path, also including a point to the base position. Then export these paths to illustrator where I place them in the top left corner, such that the base position marker is 0,0. Then save them as an svg, copy the path's d attribute and plug them into an array. Then convert that path to an array of points, so that canvas can easily understand them and draw it out fast.
It is a tonne of RSI inducing work, and the reason why I only have marth done (not even 100% done). Recently I've discussed new methods to grab the animations with a couple of peeps. And we can up with a workflow that is 50x faster and produces really crisp paths and simultaneously sprites.
The workflow for this goes like this; Green screen the backdrop, set the camera to follow the base position, take a screenshot of each frame. Take 1 screenshot of the base position (need only 1 reference for the entire char), open all frames in gimp and use magic wand to cutout the char. convert selection to path with a high-ish tolerance so it's not crazy detailed (and therefore laggy), save as svg as one file for a whole action state. run the script i wrote to convert the whole animation into ready to use arrays of points.
With this method, we can create both this sprite based animation
and this canvas based animation
all in only about 20 mins of work.
As you can see the camera is the missing piece of the puzzle, but unfortunately I'm a scrublord when it comes to memory address stuff, and writing codes is way out of my league.
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