Hi, Tyn.
[Nice website u have...forums and all..very good design.
I dunno much bout ur game, but seems your determined to do it and it seems the way of doing is the right one...I'll have a look. Pitty I'm already involved in too many stuff
![Wink ;)](./images/smilies/icon_wink.gif)
I'll dig there bout a summary of the story and environment fo it all at ur site. Can't collaborate, but to follow from time to time the development and how it evolves.]
I'd expect a possible include of physics at some point, maybe other advanced features...maybe. But haven't read bout cloth in any place of the site nor in what he answered me.
BTW, cloth is animated with good old bones and careful weighting
![Wink ;)](./images/smilies/icon_wink.gif)
is not something worries me much, neither phyiscs...thee are loads of libraries in games doing that stuff at company, it was made witha comercial very good one, and in indy projects, people use free libraries..in the worst case, a good animator can perfectly animate cloth like meshes, is just mor ework,and do th edeath animations..."by hand" ...I'm way more worried bout features like ik, fk, good weighting and joint pinning. Give that to me and I animate whatever !
![Smile :)](./images/smilies/icon_smile.gif)
(of course, is not as easy doing so in blender, than in Max or xsi...)
Mocap does not impress me....and if not well used, the points where different mocap files join is noticed...of course it looks uber natural, but a good animator can go even further...some times a realistic anim doesn't cut in what is a game...BTW, larrgely used in pro AAA games, I can have the liberty of not using that mosnter things in the shareware or free projects I'm involved at the moment...
Character animation tools are rare...bones and weight supporting ones are as rare as till recently, only blender available...with the addon of joint pinning.... for free, this one,(but haven notrecieving the reply...re-reading it I think he meant it can be easily added as is in the algorythm) or using empties with blender (not my fav solution for this specific problem, I must say)
But remember: this cal3d tool can't be used for comercial projects (in which I use to be mainly involved, anyway, me=xsi, you know XD) and only will work if the cal3d works...whcih neither I know...if only the problem remaining on that loader was an axe change but the whol thing keeps the animation and weights/deformation ok, wouldn't it just be a pair of code-made axe 90º rotations once loaded in irrlicht...? I dunno... heh, if the author of the loader see this, please,pop up...
For what i see, if this works, we'd have, for rmaking smooth joint bending human models
*** Gmax with all its power, with md3 (bones lost for code, though the artist work with em and with weights to aquire the good stuff) Legally usable if used the plugin from mojo.gmaxsupport.com
(md3, if used as single piece model, does it nicely, if used chunked format, not, in my opinion, the 50% automatic calculated mesh fussion between mesh objects/parts (legs..) is by no means up to the standards of quality today, but just snapshotting it as single-keyframe-mesh, alla md2 style...can do very well, I've tested with other engines.)
*** Blender, using its exporters to direct x or the Jox 1.2 modified x exporter, or the cal3d one. usable for comercial, too.
*** this cal3d character animation tool, using the cal3d exporter. Not usable for comercial, but here there are a lot of open source and freeware game projects
(and comercial tools...ANY exporting as v8 or later *.x...
![Smile :)](./images/smilies/icon_smile.gif)
.That is, practically all high end world. )
Quite a lot, compared to other engines
![Smile :)](./images/smilies/icon_smile.gif)