486 Commits over 1,614 Days - 0.01cph!
wolf being on one material source assets
latet source files, bear and mammoth have vertex gradients baked in
checkin of latest so I dont break something and not have backup
latest human rig to go with latest export
almost back to working properly
more rigging work, backup before I possibly break everything
latest version for backup
rig change - latest human rigs to with current game data
cleaned up and named this properly
deer backup before I make some changes that might break it
Actual latest bear, last checkin file was a few hours old
latest bear rig and anims
first attempt at wolf rig and added keyframes to all bones in bear animations to prevent export bug where non keyframed bones interited the wrong transation infomation from other actions
New Bear and latest human assets
bear rig, not finished but probably ready for anim/deform tests
latest source file, changed feet controllers, added new anim, removed a rogue deform tag on the non deforming skeleton which was semi breaking the rig in unity
latest data, neck now moved by head controller(can be manually offset)
checkin before attempting to change the neck bone for smoother head movements
checkin for backup before I try and fix wrist twist bone
deer source file and moved animals folder structure to mirror the game tree. ie units\deer becomes units\animals\deer
added human male source files, everything is in animations_misc and human_male isnt used at the moment,
workflow to export lives inside human male animations misc in the text editor that needs to be ran. Slightly hacky, paths are semi hard coded. Actions get exported to unique FBX files if they are in the NLA editor AND unmuted (the little speaker next to the action strip) Then the main fbx with the rig and meshes gets exported if action is set to the one called bindpose when exporting. There needs to be an empty object inside the file or the RIG object dosent get though and so the hirechay is broken by one child (starts with root instead of rig) in unity and animations dont link with the rig.
contains all the items from last checkin of ClothingObj.obj
Human max parenting/item skinning tweaks for placeholder wearables test
Workspace max's into their own folder.
Master workspace max file backup.
reverted Human, copied tests to Human2015