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Razre's Mech Project (Help-me-out-thread)

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Razre:

So I decided to make a mech. Since making a mech is a complicated, difficult project, I decided I might need a dedicated topic for posing questions to the community.

For reference, I'm using Milkshape3D to create my models. Here is a sample:



Now, I haven't bothered to texture it yet so don't bug me about it, I'll get to it after awhile.

The basic concept is a fast/agile hit and run mech with good jumping capabilites and maneuverability. Special features planned are "equippable" weapons systems, those being a machinegun type (twin miniguns) a rocket type (twin missile pods) a homing missile type (single set of missile rails with a tracking system mounted to the other side) and a sniper type (Single railgun with a rangefinder system on the opposite arm).

Today's issue:

I'm trying to figure out how to set up the final stages of the model and go about jointing it. For the weapons systems, the mech has a rotating turret-chassis on its back which the miniturrets (minigun, missile pod, railgun etc.) mount to. The mech main body has a series of complex animations lined up but I don't want the chassis to be affected too much so that the mech can be in its run animation and have the turret chassis following the mouse so the player can move and aim at the same time. Strafing, if you will. Should I separate the chassis from the main body model and have it mount to the mech when it spawns through events, or could I leave it as a part of the main model and solve the problem with joints? Also, I'm not familiar with how i'm supposed to name the joints for the model.

Any ideas for additional weapons systems would be appreciated as well.

Mega-Bear:

I don't know much about what you're asking about, but I would definitely recommend trying to clean up the polygons a bit. Otherwise it's very nice.

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