Well judging from the total bone mess imported md5 models give you, they just represent them as disconnected bones (in fact all bone seems to be disconnected and lack any length information, i.e. only their point of rotation and the weighted vertixes are stored it seems).
But I would be happy if someone more knowledgeable about this could reconfirm this.
Well I was told that modern skeletal formats only save those bones that are weighted to the mesh, so if you just use one for the fingers for your mesh, the others should never "leave" Blender.
Same should apply for the disconnected bones, but of course one would have to add them.
I would talk to some FOSS game engine projects first (as you said), because unless you have the strong support for this by a few of them, OGA as it self isn't able to pull enough people to make this work.
Ahh not really precise plan for a game, but I would love to see a tanks VS. mechs mode in ZeroBallistics: http://sourceforge.net/projects/zeroballistics/
Dunno if this will ever materialize though... and right now I think I will just work on a this as a mech model in general.
Would be nice to tell what your exact plans with it are. At least at first sight I can tell that such an uneven poly density distribution is not very good. The bottom round part and the exhausts are way to detailed (smooth round) for a low-poly mesh (unless you really aim for the super complex >20.000 poly ingame model, that always covers half of the screen), and even if you want to make a sub-d model it doesn't need to be that detailed as the catmull-clark algorithm will take care of that for you.
Otherwise hard to tell what crits to give, as you gave zero info what the end result is supposed to be.
Well judging from the total bone mess imported md5 models give you, they just represent them as disconnected bones (in fact all bone seems to be disconnected and lack any length information, i.e. only their point of rotation and the weighted vertixes are stored it seems).
But I would be happy if someone more knowledgeable about this could reconfirm this.
Have a look at this:
http://voce.sourceforge.net/
Not sure if it is good though.
Well I was told that modern skeletal formats only save those bones that are weighted to the mesh, so if you just use one for the fingers for your mesh, the others should never "leave" Blender.
Same should apply for the disconnected bones, but of course one would have to add them.
I would talk to some FOSS game engine projects first (as you said), because unless you have the strong support for this by a few of them, OGA as it self isn't able to pull enough people to make this work.
Lol, ok. Should have checked that ;) I worked a bit on the proportions however.
Have you made any further progress in improving it? Because currently I think it is still not really usable as a game rig.
Ok I made a first base. Still pretty basic, but usable:
http://opengameart.org/content/blender25-humanoid-rig
@adrix89 what do you think we have to do to seperate the mesh to allow for better animation blending?
Ahh not really precise plan for a game, but I would love to see a tanks VS. mechs mode in ZeroBallistics: http://sourceforge.net/projects/zeroballistics/
Dunno if this will ever materialize though... and right now I think I will just work on a this as a mech model in general.
Well for sure it doesn't hurt to include them, but ultimatle in open-source projects these are usually of little use.
Besides, who needs zbrush, when Blender has good scupting tools :p
Not trying to slow your enthusiasm, but burning well is a pretty good free photo source website:
http://www.burningwell.org/
Would be nice to tell what your exact plans with it are. At least at first sight I can tell that such an uneven poly density distribution is not very good. The bottom round part and the exhausts are way to detailed (smooth round) for a low-poly mesh (unless you really aim for the super complex >20.000 poly ingame model, that always covers half of the screen), and even if you want to make a sub-d model it doesn't need to be that detailed as the catmull-clark algorithm will take care of that for you.
Otherwise hard to tell what crits to give, as you gave zero info what the end result is supposed to be.
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