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Polypod Gait tutorial  XML
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MaxisCactus


Developer

Joined: 09/05/2008 20:28:29
Messages: 2826
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Polypod Gait Tutorial



For this Sporeday, we've added a fun animation tutorial to the site. Check it out to find out how to control the animation of your polypod creature by adding and subtracting parts.

View tutorial: http://www.spore.com/comm/tutorials

Then show off the polypod you've made here!

Take a movie of your best polypod creation performing your favorite gait in play mode and post it here.

This message was edited 2 times. Last update was at 10/19/2009 21:34:40

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CopperWolf


Spacefaring Sporeling

Joined: 09/19/2008 02:39:38
Messages: 9713
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Cool.


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HollowKnight


Civilized Sporeon

Joined: 11/15/2008 15:45:12
Messages: 2850
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Buried alive

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Couldn't you do this for other pods like tetra, bi, tri, etc? I'm sure people would enjoy that as I know many problems with animation on certain creatures, but it would require a patch.

This is really pretty cool, if I could find a spine that has room for 7+ limbs and still looks good. Thanks for the tutorial
bcrane


Multicellular

Joined: 11/13/2008 01:20:42
Messages: 177
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Here is my attempt at a polypod. I made it easy to manipulate.. just add, eliminate, or double up the parts on the back. It's called a Tandor Bonnet Bug, for obvious reasons, on how I shaped the head.
MaxisCactus


Developer

Joined: 09/05/2008 20:28:29
Messages: 2826
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HollowKnight wrote:Couldn't you do this for other pods like tetra, bi, tri, etc? I'm sure people would enjoy that as I know many problems with animation on certain creatures, but it would require a patch.


For creatures with 6 or less feet, the animation team parametrized different gaits for each number of feet. But, for creatures with more than 6 feet, they use an automated gait.

Several automated gaits were created, but the animators couldn't just pick one, since each had different strengths and weaknesses, and each was cool in its own way.

Instead of arbitrarily choosing any one of these gaits, the number of extra parts added to the creature is used to determine the gait animation that plays, giving the expert creator more control over the look and feel of their creation.

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DavidKris


Microbe

Joined: 09/13/2008 15:22:54
Messages: 97
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MaxisCactus wrote:
HollowKnight wrote:Couldn't you do this for other pods like tetra, bi, tri, etc? I'm sure people would enjoy that as I know many problems with animation on certain creatures, but it would require a patch.

For creatures with 6 or less feet, the animation team parametrized different gaits for each number of feet. But, for creatures with more than 6 feet, they use an automated gait.


Is it just the number of feet (for less than 7 feet)? Or are there other variables that make a difference in the gate, such as leg lengths? or positions of the legs?



ZEE_EXX


Civilized Sporeon

Joined: 09/13/2008 01:02:30
Messages: 1131
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sweet i've been out of ideas for 12+ legged creations ^_^ ty 4 the tutorial

TeamM


Multicellular

Joined: 09/12/2008 05:47:23
Messages: 384
Location:
Milwaukee, WI, USA

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this is great info. I'm glad it was pointed out specifically, since the link between leg animation and extra parts would be very hard to figure out just from using the editor.

Are there any other indirect animation controls like this?

hakotah


Microbe

Joined: 03/27/2009 04:21:27
Messages: 3
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Hope I did YouTube and stuff ok....kinda a spore rookie.....but I'm working on it!!!!!love everyones work and really appreciate the tips and tricks.


[youtube]http://i1.ytimg.com/vi/duwfhc6pSwo/default.jpg[/youtube]
hakotah


Microbe

Joined: 03/27/2009 04:21:27
Messages: 3
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OK....guess not. I may not be real savvy on line...but I am SUTUBORN! So I will try some more.
hakotah


Microbe

Joined: 03/27/2009 04:21:27
Messages: 3
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Here we go again, hope this works this time......otherwise will give you all a break until tomorrow.
CopperWolf


Spacefaring Sporeling

Joined: 09/19/2008 02:39:38
Messages: 9713
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Your vid says:
This is a private video. If you have been sent this video, please make sure you accept the sender's friend request.


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kaploy9


MouthBreather

Joined: 10/29/2008 22:16:09
Messages: 523
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A few of my older creations that qualify as "polypods", and Yes, these do have the tag "polypod" now. (I really suggest you check the animation of the first one)







By the way, what happens when we get up to five parts and beyond? Does it just cycle back to the first gait again?

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MaxisChecker


Developer

Joined: 04/14/2009 17:56:01
Messages: 18
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DavidKris wrote:Is it just the number of feet (for less than 7 feet)? Or are there other variables that make a difference in the gate, such as leg lengths? or positions of the legs?


Yeah, there are a fair number of parameters, including leg lengths, positions, number of legs, movement speed, whether the creature is an epic, the relative lengths the groups, etc. I'll see if Bernd, our gait expert, can come comment.

Chris
MaxisChecker


Developer

Joined: 04/14/2009 17:56:01
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TeamM wrote:Are there any other indirect animation controls like this?


Not like this one. The way your creature is shaped obvious indirectly impacts the animation, but there aren't any other "easter egg" type things like this in there...yet.

Chris
 
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