Tuesday, June 2, 2009

Ares, God of War: Animation

Just a quick post from me tonight. Are's is pretty much rigged. A few clipping issues on the shoulders still and the reactor stuff to add in; but otherwise he's doing okay. Hopefully he'll be in smashin' skeletons soon enough.

I suppose ill be finishing off the client issues with the statistics GUI.. then hopefully moving onto the Under-Demon, 'scythe demon'; for his fight and AI.

6 comments:

  1. Holy crap, Ares looks awesome.

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  2. >.>; har har..
    anyhow, couldn't get in today. I'll work on it later though.

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  3. Updated ares, he has textured pauldrons now. they conceal the arm bending well :O

    anyhow.. i need reactor to work for the horse-hair tail and the armour-kilt. :S otherwise it looks static.. i can touch it up so it works somewhat but .. yeah not so well; if time is against us.

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  4. Well, if you need Will's help to get the reactor stuff done, you'll have to wait for Monday (unless you want arrange with Will to meet before then).
    It'd be great if you could export Ares model & animations so we can put him into the game on Monday, even if there's no movement at all on the armour-kilt (? I'm sure there's a proper word for that thing ?) or the hair.

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  5. hair *can* be done with the 'tail' bones.. which automatically animate as a biped substructure, would just have to save the animation's off that biped once they were in..

    The kilt thing doesnt actually look bad as is, i patched it up a little and all id gain from extra bones and reactor is a realistic physics look...

    I need to know the names of the bones for Torque etc (if any?) to be able to export, never exported a character.

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  6. You can name them whatever you want, so long as they don't have a number at the end (numbers are used for level of detail stuff) and you add the bone names to the alwaysExport section of the config file.

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