Hi
I have several objects representing the joints of a skelleton ( illustration below )
I want to animate this skelleton by changing the possition its joints.
What would be the best method to use to achieve this?
Hi
I have several objects representing the joints of a skelleton ( illustration below )
I want to animate this skelleton by changing the possition its joints.
What would be the best method to use to achieve this?

Make an editor program that allows you to record separate frames as you drag'n'drop the points around. Then to play it back you can have the points smoothly move to their next location. The playback events would be all you need in the actual game depending on how you save/store the frame information.
Working as fast as I can on Fusion 3
I have made a Platform Game Engine wich supports moving platforms, wall climbing, ceiling climbing and ledge hanging.
What i am trying to do here ( if its not too obvious ) is to create a Giant Homanoid or Creature with climbable parts. So the Red Circles ( illustration above ) are actually going to be square platforms wich the Player will be able to climb and hang onto.

You can reposition the Action Spot several times for each animation frame, making it work as if you had several action spots.
like..
Animation playing (walk)[giant], animation frame=1[giant] ->
set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
etc.
Animation playing (walk)[giant], animation frame=2[giant] ->
set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
etc.
Phanto
But each Object only has 1 Action Point, wouldnt i need like 13 Objects to do this?
...
Ok, so i know of a way i can connect each limb together
I give each limb two Alterable values 'Angle_' and 'Radius_' wich dictates where the next limb will be positioned.
For example Right Sholders 'Angle_' and 'Radius_' desides where the Right Elbow will be at.
By changing Right Sholders 'Angle_' the Right Elbow will be able to rotate smoothly around the Right Sholder.
By changing Right Sholders 'Radius_' the Right Elbow will be able to reach out or retract.
By changing Right Elbows 'Angle_' the Right Hand will be able to rotate smoothly around the Right Elbow.
By changing Right Elbows 'Radius_' the Right Hand will be able to reach out or retract.
and so on...
...
This makes things easier but im still not sure how i would go about moving the joints around to form an animation