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dragoon

Posted: Mon Jun 20, 2016 9:46 pm UTC
by gavlig

got goon rigged and ready for animation
https://drive.google.com/open?id=0B_q1P ... ktaRWZZWmM


Re: dragoon

Posted: Mon Jun 20, 2016 11:04 pm UTC
by Ishq

Nice!


Re: dragoon

Posted: Mon Jun 20, 2016 11:09 pm UTC
by kharnov

:thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup:


Re: dragoon

Posted: Mon Jun 27, 2016 12:27 pm UTC
by gavlig

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

Posted: Sun Jul 03, 2016 5:01 pm UTC
by gavlig

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

Posted: Sun Jul 03, 2016 10:09 pm UTC
by Viech

Awesome! I love the attack animation in particular. You got left and right mixed up, though. :grin:

Any thoughts on a shooting animation? Maybe it could eject something from its mouth.


Re: dragoon

Posted: Mon Jul 04, 2016 8:14 am UTC
by gavlig

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

Posted: Mon Jul 04, 2016 10:25 am UTC
by Viech

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…)


Re: dragoon

Posted: Mon Jul 04, 2016 12:14 pm UTC
by gavlig

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

Posted: Tue Jul 05, 2016 11:14 am UTC
by Viech

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.)