got goon rigged and ready for animation
https://drive.google.com/open?id=0B_q1P ... ktaRWZZWmM
dragoon
dragoon
Re: dragoon
Nice!
Re: dragoon
hey guys, a small progress report:
didn't do much on this weekend, i wanted to have at least walking animations, but it appeared that rig i've made wasn't good enough so i had to spend some time on making it more efficient and tested it on idle animation only.
.blend: https://drive.google.com/open?id=0B_q1P ... 1lrYXZ6bzQ
Re: dragoon
boom baby
idle:0:200::,walk:1:30::,walk_backward:1:30::,walk_left:1:30::,walk_right:1:30::,pain:0:20::,attack:0:35::
youtube: https://youtu.be/6Otc-V_fv8g
iqm: https://drive.google.com/open?id=0B_q1P ... GQ3YWFSSms
blend: https://drive.google.com/open?id=0B_q1P ... kRUOGl6Mjg
Re: dragoon
Awesome! I love the attack animation in particular. You got left and right mixed up, though.
Any thoughts on a shooting animation? Maybe it could eject something from its mouth.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
Re: dragoon
It's not mixed up, it's me being lazy about fixing mirroring bug in that viewer.
About shooting -- i don't know, i can make him pretend to spit something out, but i don't know how you'll handle that in engine.
Re: dragoon
Oh there's not much to do in the engine, just give it the standard name for the secondary/tertiary attack animation and we should be able to play it accordingly. I'm not sure what the conventions here are, that is whether pounce would take the second/third attack animation slot or has a slot of its own. Someone else knows?
(I think eventually we'll want to have three attacks or (move) abilities with fitting animations for every alien class, one for each mouse button…)
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
Re: dragoon
ok, since we have started talking about it, i'd like a list of special animations required for goon(if there are any more left except ranged attack), for now i'll work on running, jumping, dying and swimming
Re: dragoon
Pouncing, with both charge-and-hold and release as with the old goon.
Do all our models have swimming animations? It's a very hard to maintain feature, code wise, with special cases being necessary just about everywhere. I cannot promise we will ever have the resoures to fully get it working… (Recall how it was horribly broken in Trem, too.)
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction