Been gaming since i was a little kid, and I've always wanted to make them. I'm from the USA, but I'm Canada right now in film school for 3D.

Report RSS Work!

Posted by on

So lately I've had quite a bit of time to do stuff! I've been creating a rig for Doom 3's main player skeleton, and let me just say it's a bitch. I'm doing it for a team that already has a ton of animations with that skeleton, so that means I have to make a rig that surrounds the current skeleton.

I have to admit, the Doom 3 player skeleton is the worst piece of trash I've ever seen. There's joints where there shouldn't be (useless joints), and there aren't any joints in places where there should be, like there are only 2 joints connecting from the chest to the head... No neck joint!

Also, definitely the most irritating thing, is that the .md5mesh importers fuck up the Joint Orientation axis of a bunch of the joints when you import it...

Anyway, I'm having a hell of a time getting my IK/FK switch to work on the arms. Sure, I can make the IK/FK switch no problem - but I've also written a script that matches the location of the FK for the IK, and the IK for the FK. This way, if the animator switches between IK and FK, it animates SEAMLESSLY - and that's key.

Welp! Time to stop whining about that. I've got a really ugly render of a texture I did really quickly in Photoshop for my side project. Check it out:

That's the low-polygon model with mostly normal maps on it. Although, not all of the models have normal maps. Specifically, in this image, the goggles on his head. It's just a quick rough in - but notice what the logo is!!! :)

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: