Character

I’ve “completed” the first character. I’ll probably revisit it and change some things throughout the course, but for now I feel content on seeing it ingame with animation :)
It’s roughly 4500 triangles, but I have a sneaking suspicion I could go a lot higher than that, but I’m not sure. Increasing the geometry would give a face-lift to the animation and the characters silhuette. The character is shown with normal, diffuse and specular maps.

lgrotate.jpg

/Martin Olsson

Runcycle

The first print of the runcycle is finished, still a lot of tweaking and balancing, but Im hoping to finish it by the weekend since the runcycle and walk cycle will constitute as my base for almost all the other animations so they have to be perfect.

download front
download persp
download side

/Lukas

Blocking

ok, So Ive done a basic run animation and a walk and shot which are still not quite done. Still needs a lot of tweaking and Ive begun on the blocking of the Hit and idle animation. So here are a few screenshots.
My goal for this character is to give him a personality, a certain walkstyle, a bit more latininfluences to his movments and so on, which will be the biggest challange, and that is what Im aiming for with all the future characters aswell.

The skinning needs a little bit of tweaking aswell since it stetches quite a bit in the hit animation.

poses_02.jpg
poses_01.jpg

/Lukas

Network progress

I’ve made it so that the units can move around ingame in multiplayer.

//Fredrik A

Pathfinding for the units

I have been reasearching pathfinding and made a first version of the pathfinding so units can move around the world. It’s only collisions with static world right now, but I’m researching/reading/testing pathfinding with collisions at the moment. Have also implemented so the units switches animations when they are in idle, walk etc.

//Markus

 

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