You can find it here: http://www.michaelzeilfelder.de/irrlicht.htm#Models. There's no restrictions for using it, so you can change it, use it, abuse it or sell it (if that works please tell me the trick).
It has a base set of (rather bad) animations which are already exported as b3d. Though without some work the only you can probably load is adam_base.b3d. All the adam_ani*.b3d files need a little work. In short you have to load first the adam_base which contains the mesh (into variable Model) and then make it use the animation files (here loaded into IAnimatedMesh* m) like that:
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static_cast<scene::ISkinnedMesh*>(Model->getMesh())->useAnimationFrom( static_cast<scene::ISkinnedMesh*>(m)
Model->setFrameLoop ( 0, m->getFrameCount() );
Well - now there is some reason why I OpenSource it. Basically I hope for feedback which allows me to improve this guy. I'm not exactly blind, so I see for example that the shoulders do bend rather badly. I just have not yet the experience to fix such stuff easy. So any hints from the graphics experts would be very welcome. I will spend another day reworking the model in some weeks and hope you give me a few good hints until then :-)
And certainly I also welcome any improvements you might make. So if you enjoy texturing and are willing to release changes, or if you reworked the armature or something like that I would be glad to receive those changes. No must - it would just be a nice gesture.
Well, I hope you have some fun with Adam - maybe I find some time to add an Eve soon ^^