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Joint Attachments

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set up a good architecture for the joint attachments, and added some to a base character model. In the screenshot below, I attached a goatee, hair, shoulder armor, and the weapon. As you can see, I'm not the world's best 3d modeler. But it is good enough for now, and is easily replaceable in the future. The code to attach an accessory to a joint is straightforward and easily extendable, so I am ready to move on to the next task: Animation channels.


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Is your guy animated? I still have nightmares thinking of all those bone-matrix calculations now *shudder*.

The MS3D fileformat is great to work with though =)

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Yeah, he is animated. I currently pack all animation sequences into 1 ms3d file, so the idle animation consists of frames 1-10, run consists of frames 11-20, etc.

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