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Last Updated: Feb 01, 2012, 08:52:21 pm
Author: mtarini
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Description
MiniTailMod Adding a tail to every character. Or: a Case Study about moddability (Extra Bones in Skeletons) What it is: MiniTailMod is a tiny, demonstrative toy-mod which just adds a long squirrel-like animated tail to every character (basically just a test). So basically MiniTailMod is an exercise, experimenting the potential to add bones to skeletons. To my knowledge, that's the first time the game engine is pushed in that direction, and I must say everything goes very smoothly. Installation: To play: just unzip into WarBand module folder. To browse contents (with OpenBRF): [edit] if you use latest version of OpenBrf, you don't need to do anything particular: just open the module BRF files inside "resource" with OpenBRF (it will find and use the MiniTailMod-specific reference file in MiniTailMod root folder). With older versions of OpenBRF: replace reference.brf (in OpenBRF folder) with the one you'll find in module root folder (backup): that will make OpenBRF use the tailed version of [skeleton, skins, and animations] as "reference objects" in order to visualize other contents, like animations, rigged meshes, etc... Details and screenshots: In TW thread Hisotry: ver 1.0: first version, which didn't work (tails weren't animated), because by mistake the tail wasn't actually rigged (as [cmpxchg8b] spotted]) At the time, I imagined it was a limitation of the game engine! ver 2.0: first version that actually works (tails are animated). Note that tail animations are just replicated left-arm animations, in this test, so tail doesn't behave like you would expect. But the animations could be anything else. ver 3.0: added hitboxes to the tail bones: they work seamlessly too (good job, TW) ver 4.0: much better tail animations! |
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