I'm not sure what you are imagining, but both characters and (most) animals are rigged. That doesn't make it much easier.Granger wrote:I think this should be done at some point, possibly when they decide to switch to actually rigged entities (instead of the current mesh animations).
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jorb
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Re: Visualisation of character attribute and a bit of a feat
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Ysh
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Re: Visualisation of character attribute and a bit of a feat
I have always suspect this. Thank for confirmation.jorb wrote:animals are rigged
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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Granger
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Re: Visualisation of character attribute and a bit of a feat
Some movements looked somewhat boneless to me, so I suspected them to be missing. I stand corrected.jorb wrote:I'm not sure what you are imagining, but both characters and (most) animals are rigged. That doesn't make it much easier.Granger wrote:I think this should be done at some point, possibly when they decide to switch to actually rigged entities (instead of the current mesh animations).
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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abt79
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Re: Visualisation of character attribute and a bit of a feat
tbh charisma should affect cock/tit size
or maybe that should be the use for will[y]??
or maybe that should be the use for will[y]??
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Burinn
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Re: Visualisation of character attribute and a bit of a feat
You should be required to send Jorbtar a comprehensive medical analysis to determine your stats in game.
sabinati wrote:do you expect me to just check the forum constantly, fuck off
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loftar
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Re: Visualisation of character attribute and a bit of a feat
I'd absolutely love for the player model to be flexible in various ways, be it customized as part of character creation or a reflection of values. If anything, I'd also like to have several different "base" player models that can be chosen between like choosing hairs, but as Jorb says, it's all a fairly big deal. It would probably not be overly difficult to implement technically, but getting everything to work together graphically is the challenge, like getting the different meshes that come from clothes to fit properly and not bleed into each other, and getting animations for character models of different sizes to fit equipment like roastspits or wine presses, and stuff like that. Not really sure how to solve that in a way that doesn't require manually crafted combinatorial resources.
"Object-oriented design is the roman numerals of computing." -- Rob Pike