This is a simple test character I made for my game. I’m still animating him. He currently can walk, jump and has an idle animation. I’m thinking of selling him when I get all the animations done and a video made displaying all his animations(going to be 10+ animation in total). Let me know what you think so far.
Very good i noticed that every time i get idea for something then like other 10 mil people get it in the same time and i end up last doing nothing xd .
I checked turbo squid and couldn’t find a good basic character with 10 or more animations built in at least not for free. When I’m done animating him he’ll have these animations -
why do people “hide” the wireframes? It does not matter how the model looks like in those pics if you don’t show wireframe. That is for all characters ever and ever
I’ll post up a wireframe here in a second. I’m going to be turning this post into both an update forum for this character and also progress on my game that I’m working on.
I think you have a good start, but I honestly believe that animations are too stiff. Not sure if it’s a limitation on unity’s part, but pretty much every part of the body should be moving, not just the legs and hands. You can take a look at some of the animations that I’ve done of cycles as an example: http://thedistantvoice.com/portfolio.html . Though they may be overdone, in animation it’s always better to be over the top and scale down, than have it barely noticeable and scale up (Think of pixels). Hope this helps =D
The video is lagging which is why he looks so stiff and Its my first animated human. Thanks for the tips tho, I’ll work on adding more fluid motion to his animation cycles. Also an update announcement I have the basic city layout all done and imported as my game progresses I will be replacing every low poly test building with better detailed buildings while keeping the the poly count as low as possible. I’m hoping to get allow the player the ability to enter at least 100 buildings (My city has over 400).
Update! Car physics are all set up exactly how I want them and I’m testing how well my game can handle buildings with both interiors and exteriors using occlusion culling. so far the tests are very promising I’ll be posting another video when I finish a city block and get more character animations done. I’ve added two more already - crouch and entering a car(open car door, sit in car, shut car door).
Thanks I just finished the editor script for the wheels. I’m also tweaking the code that controls the cars movement and tires so I can get the most realistic feeling possible, I’ll keep you all posted. Once I finish up with the whole car physics I’m going to move back to the buildings. With the way I have the buildings modeled currently it doesn’t play well with occlusion culling. So my next plan will be to make the buildings out of parts and see how that works on a large scale. I’ve got most the parts modeled. I have walls, floors, doorways, walls with windows.