The jacket in particular is tricky when using physics, it bends with hard edges occasionally. this is because of the polygon budget used for the jacket. the denser the amount of polygons for the jacket; the smoother the bends and folds will look. Increased polygons also means more GPU power necessary. PC Games in particular need to be flexible with the hardware, hence more cost effective rendering budget solutions.
Inspired from other game outfits Such as -
Metal Gear Solid
would be awesome if i could kickoff my project this year. I'm still sticking to my hopes of finally making a game. not giving up anytime soon!
True The animations are stiff, it's not particularly as important though as being able to finally test play. I finally now have some sort of visualization of what it's like. I can start inputting set environments and other props in the mean time. I can of course tweak the animations but they aren't going to be professional grade as big studios that use mo-cap suits. for now i'm just working with my skill sets and my personal home equipment.
Whenever you're not busy of course.
the animations will need more tweaking but at least i got my character running and jumping.
also let me know when JJr post pictures of his PC! I like to see it.
Well, after the time has been spent prepping the models, the characters can be given animations. some of the animations were made a while back with updated tweaks. It's prepping the models that needs the most time. characters can also share animations if they use the same skeleton system.
sure, but that'll take extra, I would like to make an M ratted game some at point though.