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| Custom Animations Project |
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| Demian:
--- Quote from: Khepri on January 24, 2012, 02:11:37 PM ---Custom boneshapes is how I was doing it, it seemed viable so anyone who wants to work on it should. --- End quote --- That's just visual stuff. I doesn't affect the animations in any way as far as I know. |
| Khepri:
--- Quote from: Demian on January 26, 2012, 04:23:52 AM ---That's just visual stuff. I doesn't affect the animations in any way as far as I know. --- End quote --- Exactly. Re arrange bones into the clusterforget that they are so they can work. Then use boneshapes to make them all nice and tidy and like an actual player. To do this you'd have to be in edit mode though. |
| EpicFrySauce:
--- Quote from: Khepri on January 26, 2012, 05:24:59 AM ---Exactly. Re arrange bones into the clusterforget that they are so they can work. Then use boneshapes to make them all nice and tidy and like an actual player. To do this you'd have to be in edit mode though. --- End quote --- Exactly! I brewed up a slightly different method a few weeks ago but it works in essentially the same way, I've just had to juggle with the stupid weird rotations now. I assume you're finding the default bone offsets from that video I posted? |
| Tom Gunn:
Huh, so like, breathing animation (there is none but that would be awesome), idle animation, walking animation and attack animation can be improved? |
| Chrono:
--- Quote from: Tom Gunn on January 26, 2012, 10:49:19 AM ---Huh, so like, breathing animation (there is none but that would be awesome), idle animation, walking animation and attack animation can be improved? --- End quote --- Everything can be improved and new animations can be added. |
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