On the subject of the different camera angles. There are 8 angles, meaning 360/8=45 degrees difference per angle. Since there's no direct front angle and the angles are all mirrored, you can conclude for the semi-front angle: 45/2=22 degrees (since it's mirrored). This will get you the following angles for making new unit animations: 22, 67, 112 and 157 degrees.Originally Posted by [b
Quite true I messed up the maths when starting this thread DJ's angles are far more correct.
About the x/y origin that are stated in the first two numbers per line per action in ActionPage\unitname.txt. They should have the value of the difference between the x,y coordinates of the image rectangle and the x,y coordinates of the bottom left of your model most of the time his right foot).
Er ... not true
The x/y origins are (IMHO) an arbitary value that represent a specific point that is useful for the rendering of other shapes/images that are relative to thge x/y origin of the orignal image
For example -
a) x/y origins for infantry are based on the positinng of shields and weapons.
b) x/y origins for cavalrymen are based on the positioning of the saddle area on the mount.
c) x/y origins for mounts are based on the relative proportion (between the mounts saddle area and the ground) between the mount and the terrain surface.
Believe me - it's true
If you require further examples (over and above those in this writeup) - let me know
Bookmarks