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| [ multimedia | it shouldn't happen ] |
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...to a Worm! (But usually does) |
This is the start of a series of shots that show some of the mistakes and out-takes of
the graphics/animation work we've been doing. Sometimes hilarious animation snaps, failures,
bugs and gripes beset the animation and screw the worms up... anyway, here's the first batch.
Thanks to 200ponies (Scargs) for the opportunity to fumble through his fine collection of freak snapshots.
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| 7th Part |
Part 7 shows a couple of shots of a 'curly worm', thanks to Ian 'Afro Horse' Lindsey, Gamecube Lead
Programmer.
This effect was due to a miss-calculation in the GameCube's paired single skinning code. And yes,
his wages have been docked accordingly ;)
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Part 7 |
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| 6th Part |
We said "Don't hold us to that" which is a good job really!
New stuff, this time from Andy Clitheroe (Peeling), the Technology lead. The images below
are from halfway through his attempt to save memory in the animation data - by removing
most of it ;)
The worms took it badly.
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Part 6 |
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5th and final* part ;) * Don't hold us to that ;) |
I know we said that the last lot would be the last... Most of the animation
bugs have been sorted now and these are the programming out-takes!
These are a little different, showing the results of exploiting a weapons bug, where
you could re-select certain weapons after they had been fired. This stopped the weapon
(and it's hat) being deleted at the end of the turn, leaving the hat on the idle worm's
head.
When the worms get their hands out to do idle animations you can see that they are
still holding weapons too. It's unlikely that team hats will be implemented, since
the hats are positioned on the head as part of the associated weapon drawing animation.
At the moment you'd have to draw the associated weapon to get the hat.
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Part 5 |
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| 4th and final part :( |
This is the final 'It shouldn't happen' gallery.
Simply because most, if not all of the animation bugs have now gone! Shame eh!
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Part 4 |
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Part 3 |
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Part 2 |
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Part 1 |
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