Well I've been assigned to do the spline camera control and key frame animation. So I finished the functionality of the spline controls, but the only problem is that I hard coded it into the game. I didn't start this way, I did the whole UML run down and started on my way making three classes: Keyframe; which holds the translation and rotation information of a Spatial node, MotionPath; which has a vector of keyframes and either LERPs and SLERPs, or uses catmull-rom and spline rotation to traverse the points, and finally a Cutscene class; which has a vector of MotionPaths so the motion paths can be played all at once.
I found this to be slow to code, and Tyler suggested, along with Colin that I just hard code it to see if it works. The creator of Braid according to Colin said that you should get the functionality working and then create a class around it. So the catmull-rom spline works, show below (you may have to refresh your page to see the animation):
I feel most inadequate ;_;
Oh I don't know why the scene is pink and blue, and the player character is falling off the constraint plane because that piece of code is commented out.
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