Spiker
The Spiker is currently being animated by gavlig.
Unvanquished is an open-source FPS game featuring team-based strategy and RTS elements, pitting humans against aliens in a futuristic setting.
https://forums.unvanquished.net/
The Spiker is currently being animated by gavlig.
The spiker has been animated and is pending implementation.
I'm working on the implementation but the animations don't play properly yet. The only animation that seems to work is idle, pain toggles between idle and a distorted state and attack doesn't play at all. I also need the seperate spike exported for the missiles.
I got everything working except for the idle animation, which has some flying spikes (they are shorter than the spikes at the end of post_attack and don't attach to the body):
gavlig, could you re-export an iqm? It only needs to have a valid idle anim, I'll C&P it from the iqe. If you want to have a look at the current state you can test the spiker on the Dev Server and on gg.illwieckz.net.
fixed.
It was my bug, there were no keyframes for scale on those spikes for idle animation and blender decided to borrow some from neighbors. I like that way of thinking, but not in this case.
Unfortunately your new version seems to use different export paramters, so I couldn't just copy the idle animation to my modified iqm. Could you make the following changes?
Rename die → destroy.
Create a new anim destroyed which is simply the last frame of destroy looped (or any other "death idle").
Rename hit → pain.
Merge post_attack into attack.¹
¹ Currently the attack repeat period is 5000 ms. I can't tell for sure that this is going to stay like this for all eternity but I don't really see a balance benefit in adjusting it insignificantly either. In particular, I don't think I'd make it fire any faster as that would blur the spiker's role as a proximity mine. Thus, could you stretch post_attack so that, after it has been merged into attack, the merged animation is 5000 ms long?
Done, done aaaaand done
new list of animations
idle:0:400:60:1,construct:0:520:60:0,attack:0:300:60:0,pain:0:20:60:1,destroy:0:140:60:0,destroyed:0:1::
attack is now 300 frames long where framerate is 60, so that would be exactly 5 seconds as requested
I think there may be problems with the model. It flickers in and out (a bounds issue, maybe) and seems to have some bad tris:
Also you lied about the frame count, the attack anim has 301 frames. This is 17 ms more than advertised!