After having fixed the rig I made new idle/walk animation. The old ones had been kind of combat stance type. This time around I wanted to make a set of relaxed idle/walk animation.
Also create a particle emitter for the tail flame since Blender 2.5 fails at particle systems and rendering in 2.49 is too slow. So I used my game engine for rendering especially since it's easier to show the animations better. The particle emitter contains one controller with which the strength of the flame can be altered. After all I read once somewhere the size of the flame on this guy has a meaning. Also a good test case. Attached the flame to him and got going.
Last but not least I made body tilt animations for left/right. Body tilt comes into play once an actor stands on a slope (including feet-on-ground IK which I nearly forgot to activate). This time I experimented with Animation Difference rules. This has an interesting advantage. I can make one single body tilt left/right animation in blender and "superimpose" it on whatever animation is currently played. So the same body tilt animation works also on walking for example. Hence in this case I made only 3 animations: idle, walk, body-tilt-left-right. The rest is game engine magic :D
too much space between his butt and the ground, and between his legs. This is so coool!
DestinyAnn1 4 months ago
@DestinyAnn1 Is this now good or bad? I don't get your comment :/
Lord0fDragons 4 months ago
@DestinyAnn1 its good just some friendly advice lol he had a little to much space there but it doesnt mean its bad, great job!
DestinyAnn1 4 months ago
@DestinyAnn1 What's bad on that? Just sticked to the original while getting is ass off the ground a bit to get some saner animations.
Lord0fDragons 4 months ago
The thing I'm missing is having the feet not slide when he turns around.
Silwerfish 5 months ago
@Silwerfish That's right. That's something I have to still get working but it's not so easy. Still trying to find a good solution.
Lord0fDragons 5 months ago