» Wed Mar 09, 2011 12:01 am
Just a little progress update, even though there's no actual "progress" to talk of.
I'm still venturing on the quest for buying a new pc, but I didn't have many opportunities to look at some offers yet, just too busy with my job and all.
However, I'm coming closer, so hopefully my being without a pc won't be too long anymore.
Well, now back to the project, given what I learned over in the "Playable Goblins"-thread I'm now going to redesign the whole skeleton-/mesh- layout.
I was hoping to present a proof-of-concept picture of the new appearance, but... you guessed it... didn't get around to do it yet.
If things are working out the way I'm intending,
I won't need to adapt leg items much anymore, as the skeleton will do the digitigradeness for me, the feet will be completely poseable in a natural way, because the skeleton will now be fitting the mesh and I don't need any approximated movement by a humanoid skeleton anymore.
I'll try to give them a slightly elongated neck by inserting additional neck bones between the existing neck and head bones. Maybe I'll get rid of the strange neck-bending this way as well.
I will redo every Vanilla animation so it works with my dragons and looks way better fitting, because I now can give them their very own complete set of animations and won't even remotely mess up your existing ones. I'll no longer have to mess around with special-idle animations triggered at the right moment to move the wings out of the way when going into combat stance or anything, simply because the combat stance animation will include the wings moving out of the way already on its own... you see where this is going, no? Full artistic freedom to me and nothing to work around!
Granted, this new way any animation replacers won't even remotely affect my dragons, they're replacing the wrong .kf files after all,... I'll have to look into adding support for such mods like Deadly Reflex and Unneccessary Violence, because it would be a pain if those weren't usable when playing a dragon anymore... but honestly, their animations won't really work for my dragons anyways, not even the current ones, without me adding in movement for the wings and such. Additionally, how cool would it be when certain special moves from said mods suddenly would involve using your tail, blades, claws or whatever's fitting like my dragons really would?
I admit this will be a hell of a lot of work, and I still can't even start it right now. But just imagine the potential these steps are promising!
I'll be in full control of my work and won't have to stay away from anything just to not risk messing with existing things and cause incompatibility any longer.
Anyways, this will only start after the first beta release you all are waiting for. After all, I still need my latest scripts finally tested in an open beta, else they could be as useless as they are now with the future design as well.
And don't worry, while I'm at it already altering tons of animations, I of course won't leave out doing the "flight" animations everybody's shouting for. And when I'm done and I can't see any .kf files, armatures or bones anymore for a long while, then I'll at least be satisfied with what I achieved already, looking back at it all together!
Now I just hope I can start with this all early enough. But anyways, at least you now know what I'm up to in the future of this project... Are you as curious as I am already how far I will get with all this? :rolleyes: