*Note - I know that the guy is headless. Took me an hour to figure out how to righ it right, then another 20 minutes to pose it. Thanks to Romka and barny inblue from HL2world (who helped me to change the jeep mesh a little), I am presenting you the first actuall WIP of my jeep position: Canges that were amde: Jeep mesh - the two fron seats were slightly moved backwards, so there will be more space for player. Player skeleton - to pose this, i had to rotate the player skeleton and mesh 180 degrees becouse the jeep decompiles the oposite way(the front looks twards the back of the player). problems - player boots clip through the bottom. I think we wont notice it 90% of the time. *I dont know how compiling this will work tho, since my animation is faceing180 degrees from all other animations, I guess that Ill put it to origenal oregin before compiling and Ill just tell the QC to rotate it 180. *I also think that i should add one extra bone to the jeeps rig(an attachment that will indicate where exactly should the player be attached). The deves will have to resave all the animations again with the ne rig tho, but I dont think it will be hard at all. What do you think?
i can see that he is headles, you say you know he is headles, but why is he headless? btw, looks great. 1 question, does this count as croutching for mowtar use and rifle accuracy?
that'll probably be a coding aspect, won't it? Will the head rotate to whereever the player is looking?
Well basicly, for the first while, i guess that krenzo willhae to limit the view rotating in the car for 180 degrees,since I didnt make any other animation for wide angles. he is headless becouse of the mess that the modelers did with compiling it. The heads are different SMD, while they all look alike,they are named differently(kourt,kant etc). They all share the same body tho. Animating isn't that hard, I can release the rig in a 3dmax form so every one can give a try with making animations. the only problem with the rig are the knees, wich are looking a little bit inside(not enough bones I am afraid. I don't know how animating for source works(with the animation blending system), but i know someone who knows.:D
Nice job on the driver, now how will the passenger work? I'm thinking that's going to be a nightmare.
well source has a animation blending system. so i dont think it will be that bad. its just that theyll have to limit the players view to 180, so he wont have to move the main parts of the body. Also, i have a question to krenzo or who evertakes care about compilng: the animation forced me to rotate and move the player skeleton and mesh on the grid in 3dmax. if i want to compile it, will I need to put it back to the smae position, or I can leave it the same way? this is the defoult position of how everything gets imported.
Player View to 180 is a good idea. It would be cool if the passengers, at least in the back, had a foot each on the top of seat in front, bracing themselves. look at how HALO2 has done it. can't find images, sorry
hmm, couldn,t fined any eather. Any ways, this is the basic way everything look like when I import it into 3dsmax: I think I am going to rotate the jeep and position the animation without moving or rotating the player skeleton. Won't be hard at all. My only problem is how to add a mark that will show where should the player be attached.
I guess I'll rotate and reposition the jeep model,do the positeoning, attach the pelvis bone and bring the jeep back to its origenal state with the ne bone.
some thing i decided to add. it a basic pose so nothing special for now. the left shoulder is fucked up(the one of the trigger holding hand) I tryed to change vertex wights, but ther is no use.
They do have pupils! Their eyes just point to hell... Look at the lower right corner of that dudes left eye(which is on the right side since you're face to face with him).