Here they are in game, in a rough attempt at holding a bow and arrow. Planning the bow to be a separate model that is attached to one of the arm bones at runtime which should be easy enough.
Can't decide at the moment whether to have a separate model per arm of have both arms as a single model, as it is at the moment. I can see advantages and disadvantages to both at the moment.
My current animation system is only set up to do cyclic animations, so I need to figure out the best way to extend this to support the things I need here, for example transitioning from one key frame to another then stopping, or playing a kind of "run in" animation, then entering a different loop once completed and so on. All my own work, the animation system, so very easy to extend, just a case of figuring out what features I need.
So not massive amounts of progress. Keep getting distracted by adding features and fixes to Charm as I'm using it at the moment. Found some horrendous bugs with the undo-redo system recently which are now fixed, and just added a feature to re-order the joints/bones from within the interface.
Thanks for stopping by.