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Posted: Wed Dec 02, 2009 1:59 pm
by Adler1337
ok thanks for the replies. :)

Posted: Sun Dec 06, 2009 9:04 pm
by devsh
my little class :) has the following:

+breathing (20 times a minute with 100% stamina, 60 with 0%)
+jumping (proper jumping based on desired jump height, there is enough arm swing and knee bend, *based on motion capture data*)
+ watching (and modifying camera target and position centered around the head) 180 degree head, if above 180 degree torso rotates too
+ idle/bored function, in force unleashed its looking around or playing with the light saber, here its cracking your neck
+ rotation of the head changes camera UP vector therefore even in Third Person View you are very immersed

features to come:
+walking && running , the animation should be easy. But ragdolls (at high altitude falls, or punches) and raycasts (to find out the slope) are the hard ones

Posted: Mon Dec 07, 2009 1:03 pm
by christianclavet
Happy to see that you're having fun with this DEVSH! :)

Re: skeletal human animations [UPDATED]

Posted: Tue Nov 06, 2018 3:05 am
by Pinic
Collected this project under version 1.8.4 and faced these problems (https://yadi.sk/d/oi-_QOwOXO7FgA):
1) Continuation of the shadow of the mesh.
2) Shimmer shadows on the mesh.
3)And because of the turning of the camera, something happens to the brightness.
(Sorry for the wrong translation, I'm just from Russia)