Problem with bone-based characters

For questions about using Classic.

Post » Sun Jun 14, 2009 9:25 pm

I'm making a game where the enemies are animated via bone objects. The bones are positioned according to an invisible physics object which is responsible for movement.
The movement works fine, but I'm not sure how to create multiple enemies at once. Any general tips to creating groups of objects that behave as a unique entity?
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Post » Sun Jun 14, 2009 10:04 pm

Containers. (Edit: took off https authentication -Ashley)

(Edit: Thanks Ashley -Jason)
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Post » Sun Jun 14, 2009 11:54 pm

Thank you very much!
I'm still having trouble, though. I tried making the physics object the container of the bones. Unfortunately, when I place two sets of physics objects and corresponding bones, all the bones move to one physics object (in the events, I tell the main "coordinating" bone to set it's position to that of the physics object)
Could the problem be that I'm using a physics object?
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Post » Mon Jun 15, 2009 12:36 am

It sounds like its the bug with having multiple instances of bone objects. Its submitted on the tracker here: http://sourceforge.net/tracker/?func=de ... id=1003219
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Post » Mon Jun 15, 2009 2:53 am

Yeah, that's exactly the problem. Thanks. Any advice?
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Post » Mon Jun 15, 2009 3:17 am

if its on the tracker as a bug there is really nothing you can do but wait for a new build.
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Post » Mon Jun 15, 2009 3:19 am

Dang. Thanks.
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Post » Mon Jun 15, 2009 3:39 am

Yeah not without making a new object for each, that also means you'ld have to set up bones for each... not really worth it.
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