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Re: Rancor as a player unit?

Posted: Sat Sep 29, 2007 1:26 am
by Maveritchell
Animations are based on two things - the original skeleton structure, which is composed of a number of bones (with specific names) and the animations, which reference specific bones to move to a specific place.

The reason we can adapt animations from a wampa to a SBD or from a droid to a clone is because they have bone structures with similar names.

The rancor bones obviously have different names than the wampa bone names (some of them aren't even referenced in the wampa animations at all, which is why we see them stretching down into the ground - they're really stretching down to the dummyroot). That's why the solution would be to remap the rancor to a soldier skeleton, then give it wampa animations.

Re: Rancor as a player unit?

Posted: Sat Sep 29, 2007 3:30 pm
by Teancum
Yeah, but don't forget, the Rancor is the only thing that has finger bones. So it'd look extra stupid on a standard skeleton without the hands/fingers flexing.

New animations have gotta be made unless you want a cheap hackjob that's no fun to play as.

Re: Rancor as a player unit?

Posted: Sat Sep 29, 2007 3:48 pm
by authraw
Teancum wrote:Yeah, but don't forget, the Rancor is the only thing that has finger bones. So it'd look extra stupid on a standard skeleton without the hands/fingers flexing.

New animations have gotta be made unless you want a cheap hackjob that's no fun to play as.
Oh, I don't know about that--the fingers on the hand that already works look fine to me. They'd have to be set in a clawlike position, but I bet it could be done well enough to be acceptable.

Re: Rancor as a player unit?

Posted: Sun Sep 30, 2007 4:46 am
by DarthD.U.C.K.
why make a babyrancor? you could use the wampasceletton and rescale it with scelettonrootscale in the odf

in which maps i can find the grappledroid?