Trees, and working on a new animation system
Posted by JTippetts, 17 December 2013 · 520 views
Goblinson Crusoe Urho3D turn-based rpg hex-based rpg trees animation
I'm back to work on GC after the Thanksgiving break, and a brief hiatus while I sorted out some stuff at work. The chief project I am working on right now is the official Goblinson Crusoe Equipment SystemTM. Urho3D makes it easy enough to do paper-dolling, since by default any AnimatedModels added to a node will share the skeleton structure of the first one added, so all I really have to do is model the equipment pieces, weight them to vertex groups named after the skeleton bones that affect them, and just drop them in.
However, I am currently working on finishing out the full set of GC animations. This has involved creating a set of Stances, and modifying the animation map code to account. There are (or will be; I'm still animating) stances for 1-hand, 2-hand, staff, and empty-handed weapons. The animation mapping system I am in the process of remaking will handle switching stances and playing the appropriate animation sets for the selected stance, based on the player's equipment. Of course, the player equipment system is still non-existent, so there's that to worry about soon...
Lost in the woods. Oooh, scary.
Empty-hand, 1-hand and staff idle poses. Still trying to make the 2-hand animations not look like complete ass.
Edit2: Experimenting with attaching particle systems to the weapon bone: