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486 Commits over 1,614 Days - 0.01cph!

9 Years Ago
latest source files
9 Years Ago
animals using 1 material
9 Years Ago
wolf being on one material source assets
9 Years Ago
latet source files, bear and mammoth have vertex gradients baked in
9 Years Ago
checkin of latest so I dont break something and not have backup
9 Years Ago
first mammoth rig
9 Years Ago
Berries to food.max
9 Years Ago
Consolidated foodstuffs.
9 Years Ago
Edibles
9 Years Ago
latest human rig to go with latest export
9 Years Ago
almost back to working properly
9 Years Ago
more rigging work, backup before I possibly break everything
9 Years Ago
latest version for backup
9 Years Ago
rig change - latest human rigs to with current game data
9 Years Ago
latest data
9 Years Ago
checkin for backup
9 Years Ago
cleaned up and named this properly
9 Years Ago
latest data
9 Years Ago
deer backup before I make some changes that might break it
9 Years Ago
Actual latest bear, last checkin file was a few hours old
9 Years Ago
latest bear rig and anims
9 Years Ago
latest rigs
9 Years Ago
latest wolf rig
9 Years Ago
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
9 Years Ago
New Bear and latest human assets
9 Years Ago
bear rig, not finished but probably ready for anim/deform tests
9 Years Ago
latest human anims
9 Years Ago
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
9 Years Ago
latest data, neck now moved by head controller(can be manually offset)
9 Years Ago
checkin before attempting to change the neck bone for smoother head movements
9 Years Ago
checkin for backup before I try and fix wrist twist bone
9 Years Ago
human source files
9 Years Ago
deer source file and moved animals folder structure to mirror the game tree. ie units\deer becomes units\animals\deer
9 Years Ago
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
9 Years Ago
Clothing Obj
9 Years Ago
Human max parenting/item skinning tweaks for placeholder wearables test
9 Years Ago
Replaced old deer max.
9 Years Ago
Master animals.
9 Years Ago
Deer to master file.
9 Years Ago
Animal master backup.
9 Years Ago
meat
9 Years Ago
Max files. Cleanup.
9 Years Ago
Master animal max.
9 Years Ago
Right one.
9 Years Ago
Max file.
9 Years Ago
Workspace max's into their own folder.
9 Years Ago
Master workspace max file backup.
9 Years Ago
Some source files.
9 Years Ago
reverted Human, copied tests to Human2015
9 Years Ago
Human