Added the gorgane character rig. It has taken me some time to get this working as we had some issues with collida and exporting but we have confirmed the working pipeline and things are in place! I had to spend some time to rework it and test what parts/elements would and would not work with Collida. There are many errors and many Maya based tools that you cant use to get the export to work properly. This is slightly disappointing but with a bit of work ( on the back end and much later ) we could create our own exporter that would work for this. For now, we have managed to get it all in place and working! The big element now is to spawn thousands of these things and see how much lag we obtain. I have setup a fairly simple control rig that will allow for control of almost all key parts of the body.
With only 4 IK's in place this has proven to be a very versatile model. I had to also rework some of the model so that it would work with the carrying animation. More specific, I had to add fingers to the entire hand. You will notice a big long bar in the below image, that is suppose to represent a long object held in his hand and will be a good reference for when we have an actual weapon in place.
We have added the basic animation sets to the game to prove they work, and they do! I need to keep working on the polish of them though since the games frames need to match the characters movement style. Should have a video for you guys shortly of the animation system.
In other news, we got tessellation working! Doing so can provide us with some very detailed blocks but will require some considerable changes throughout the core code. Our biggest mission right now is getting the new enhancements to play well with the old system. Once all of this is in place we will begin the process of optimization as well as setting up options for the player to downplay settings based off of their machine capabilities.