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Showing results for tags 'md5anim'.
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Hello again. I made a zombie for my game in progress. I was inspired by Fire Marshall Bill: Let me know how it looks: Here is the prototype video if you are interested:
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Hello home-skillet sandwiches, I made a space spider for my wonderful game-in-progress Icarus: Starship Command Simulator: https://www.youtube.com/watch?v=cZu4sUnWV8U This is the first of three critters I will be doing. The other two are a zombie and a space worm. I am going to use them aboard derelict ships in my game. They both use the same skeleton/armature but have slightly different meshes - one has rounder attributes and a larger abdomen. I also created two smaller versions - which required scaling the meshes/armature and all the animations down. I noticed that in the vanilla source code they have max legs of 8 in ik.cpp (search for MAX_LEGS) - everything seemed to work fine for the 8 legs of my spider - any more than this and this constant might need to be adjusted. It can walk over obstacles and the legs rise and fall appropriately. For the death animation I always thought it was creepiest when spiders crumple up. So instead of having a complicated .af file - I basically made the AF just a cylinder with only the two front arms having physics bodies attached to the joints. If all the arms go limp when the spider is killed it doesn't look as creepy in my opinion. I noticed that idSoftware did the AF's for monster_demon_trite and monster_demon_tick the same way. Let me know what you think.
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Hello. I think you guys might know my spiel by now - so I'll spare you. I've got two more sets of md5 meshes and md5 animations. Let me know what you think.