Posted: 21st Mar 2003 9:55
it reminds me of a puffer fish

limbs might be rotated as cool as in DBP.
but still works in DBC113


sync on
sync rate 0
make object sphere 1,2
make mesh from object 1,1
delete object 1
make object sphere 2,1.5
color object 2,rgb(255,0,0)
for i = 1 to 36
add limb 2,i,1
color limb 2,i,rgb(rnd(255),rnd(255),rnd(255))
scale limb 2,i,10,100,10
offset limb 2,i,0,0,0
rotate limb 2,i,i*10,i*10,0
rotate object 2,0,0,90
fix object pivot 2
next i
position camera 0,1,-3
point camera 0,0,0
do
y = y + 1
rotate object 2,y,y,y
rotate limb 2,1,Ly,Ly,Ly
sync
loop
Posted: 21st Mar 2003 9:56
hehe oops remove this line

rotate limb 2,1,Ly,Ly,Ly

still works tho
Posted: 26th Mar 2003 23:10
Hi indi,
you can also remove line

offset limb 2,i,0,0,0

it doesnt do anything with values 0,0,0
Posted: 27th Mar 2003 4:11
yeah i took this from another of my snippets rather hastily
Posted: 27th Mar 2003 6:06
and should replace:
y = y + 1
by
y = wrapvalue(y + 1)
Posted: 27th Mar 2003 6:09
and
Posted: 27th Mar 2003 6:26
e.e.ee and these line:
rotate object 2,0,0,90
fix object pivot 2

do not change anything on the positionning of the limb......then why put this in your loop?

and...36*10=360..and your limb are double side..then you have 2 limb each place...then do a loop of 18...

hey ..and ive tried to do the same optic effect with rotate limb...but the ROTATION ORDER seem to be XYZ for the limb.. is there a way to set it to ZYX?
Posted: 27th Mar 2003 8:04
i done something ... just for fun:


+ Code Snippet
sync on
sync rate 0
make object sphere 1,2
make mesh from object 1,1
delete object 1
make object sphere 2,1.5
color object 2,rgb(255,0,0)
for i = 1 to 18
   add limb 2,(i*4)-3,1
   add limb 2,(i*4)-2,1
   hide limb 2,(i*4)-3
   hide limb 2,(i*4)-2
   add limb 2,(i*4)-1,1
   add limb 2,(i*4),1
   link limb 2,(i*4)-2,(i*4)-3
   for j=1 to 2
      link limb 2,(i*4)+1-j,(i*4)-2
      color limb 2,(i*4)+1-j,rgb(rnd(255),rnd(255),rnd(255))
      offset limb 2,(i*4)+1-j,0,0,0.75*(-1^j)
      scale limb 2,(i*4)+1-j,10,10,50
   next j
   rotate limb 2,(i*4)-3,0,i*10,0
next i
add limb 2,(i*4)-3,1
position camera 0,1,-3
point camera 0,0,0
do
   for i = 1 to 18
      rem uncomment this line to do same thing than the indi code ..and comment the 2 lines after...
      rem rotate limb 2,(i*4)-3,wrapvalue(limb angle y(2,(i*4)-3)-1),wrapvalue(limb angle y(2,(i*4)-3)-1),wrapvalue(limb angle y(2,(i*4)-3)-1)


      rotate limb 2,(i*4)-3,0,wrapvalue(limb angle y(2,(i*4)-3)-1),0
      rotate limb 2,(i*4)-2,wrapvalue(sin(limb angle y(2,(i*4)-3)*4)*10),0,0
   next i
   sync
loop


i did not know exactly what i wanted to do..you can put diferent .. "movement"....but now you have control on..each point.. and you can use "ZYX rotation order" for the limb.. wich was impossible..before...

hmmm damn im..just thinking something.......if you set the object to rotation order ZYX ...limb will be ..chaged too....lol.. all that for..nothing..

i did not tested it..but...