Looks cool... but don't over do the details (especially the background of the window looks too detailed/photosourced). It will look out of place with the rest of the game assets, which are mich more stylized and less detailed.
Yeah... but actually the souce has not been released yet AFAIK (contrary to what it says in their wiki), they are still cleaning it up since 1 year or so. Probably will only happen when they artually release anything. Media is for sure closed... they also though about buying a license for the engine from id, just to keep it closed too... so I wouldn't be surprised if the code never gets released.
Well, there was a bug in Blender 2.5 preventing me from further experiementing with the spline IK for the torso. Otherwise the rig is quite advanced already (needs a simple/game compatible face rig and widgets though).
If I find the time in the next couple of weeks I will see if the new version of Blender fixed the issue and then I will add widgets and so on and maye a quick face rig too. However I am really busy with real life issues, so don't count on a quick solution.
Do you want to start making animations, or why do you ask?
I played around with it some time ago too... IMHO given the lack of really usable free mocap data out there, and the huge amount of cleanup necessary... its not really worth the touble.
And I guess soon we will have all Kinect home motion capture right into Blender anzways, so no real need to bother with it any more ;)
He, you said that before, and I didn't want to start a discussion about it, but except for the fact that there is of course stricty technical speaking no difference, the actual difference in what to animate, how to animate and the amount of animation necessary is huge. Thus for all practical matters they are two completely different beasts, and this reflects on how to build a rig too.
Looks cool... but don't over do the details (especially the background of the window looks too detailed/photosourced). It will look out of place with the rest of the game assets, which are mich more stylized and less detailed.
Yeah... but actually the souce has not been released yet AFAIK (contrary to what it says in their wiki), they are still cleaning it up since 1 year or so. Probably will only happen when they artually release anything. Media is for sure closed... they also though about buying a license for the engine from id, just to keep it closed too... so I wouldn't be surprised if the code never gets released.
Otherwise really nice project though.
Open Arena and Nexuiz/Xonotic are strickly GPL (including media). AlienArena's content is un-free.
heh, story of my life. Never stopped me from doing anything though :p
Well, there was a bug in Blender 2.5 preventing me from further experiementing with the spline IK for the torso. Otherwise the rig is quite advanced already (needs a simple/game compatible face rig and widgets though).
If I find the time in the next couple of weeks I will see if the new version of Blender fixed the issue and then I will add widgets and so on and maye a quick face rig too. However I am really busy with real life issues, so don't count on a quick solution.
Do you want to start making animations, or why do you ask?
I played around with it some time ago too... IMHO given the lack of really usable free mocap data out there, and the huge amount of cleanup necessary... its not really worth the touble.
And I guess soon we will have all Kinect home motion capture right into Blender anzways, so no real need to bother with it any more ;)
Awesome! Me approves.
Nice... should be adapted to use in Flare or Summoning Wars IMHO.
http://ngplant.sourceforge.net/
http://arbaro.sourceforge.net/
http://graphics.uni-konstanz.de/~luft/ivy_generator/
some really free tools.
He, you said that before, and I didn't want to start a discussion about it, but except for the fact that there is of course stricty technical speaking no difference, the actual difference in what to animate, how to animate and the amount of animation necessary is huge. Thus for all practical matters they are two completely different beasts, and this reflects on how to build a rig too.
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