Thursday, May 28, 2009

Skeleton Warrior: Rigged

Skeleton is finally rigged, took like 10 minutes when i actually bothered to pay attention to it :D
He will be in game once i fix up the base animations I suppose; should be working on Are's rig ... which wont be too hard, ive just put it off o.o;

Anyhow, here's the skeleton warrior, are's rage animation.

Skeleton: "Rawr!"

6 comments:

  1. Okay Ares is not easy to rig, he is hard to rig; my biped from mocap has slanted shoulders and this doesn't work well >.>

    I'm not entirely used to rigging so this is proving to be a real pain. I don't expect to have it done too soon.

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  2. Okay, harass Tim on Tuesday for some help. I might just get a copy of what you've got on Wednesday, throw the animations on, export them, and get Ares into the game regardless of how broken he is (we can always replace the animation/model files at a later time).

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  3. Okay. Well the skeleton is fine, ill export him if you show me what i need / a CFG. Ares... well his shoulders are messy; i pretty much need an example and ill re-do the rig. and possibly add a few contuor loops to the mesh so it bends right.

    I can do it... itll just take some tweaking and effort. I made a sword for him because I gave into the hopelessness xD

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  4. Ok, for the CFG I've found that it's best to not trust the exporter to export things by default. So you put every single object you want exported under AlwaysExport and every object you don't want under NeverExport.
    On the share, in models there are a couple of CFG files that would be easy enough to alter to suit the skeleton.

    As for Ares definitely harass Tim in Tuesday's class, I know he's been wanting to help you two out.

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  5. Excellent :) ill get onto Tim during his animation class, his advice will help a lot. I'm going to give Ares pauldrons .. in the form of a beast type from his mythology. A dog, lion or something.

    I did some research... Ares is a bloodletting god of carnage... I've made a Disney version :S
    But yeah.

    Making some pauldrons for him :)
    Ill design them the same as I designed the sword. The practical use is to hide a bit of bad mesh animation xD as well as ... he looks kinda bare and disproportional.

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  6. Cool. Actually putting extra objects over areas where the mesh animates badly is a very common technique in games.

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