Showing posts with label blender. Show all posts
Showing posts with label blender. Show all posts
July 16, 2010
Up and walking
Now with a better camera, and 16 frames of walking animation, 1 for standing still, and another as he starts to walk. He actually collides with the walls correctly, and it only took a little frustration to get it working. It turns out his "gimp" is actually a result of a conversion program centering each frame individually, and so destroying the art in my fancy walk animation. I only see one possible solution, so hopefully it works when I attempt it either later today, or tomorrow.
July 14, 2010
Character Design
Trying today to get some character design done with blender, possibly for a game, if I can manage to texture this guy. It's very low-poly work, as the engine I'm using runs interpreted code, which is slow. Hopefully it doesn't overload it too badly, this is 254 polys, and it will be the only one of its complexity in the game. Anyhow, if all goes well (which it most likely will not), I can try to implement a game that utilizes 3D gravity, maybe a shooter.
Assuming that I'm too bad at math to get it to work, this model may just grow a layer of dust for the next few years.
Assuming that I'm too bad at math to get it to work, this model may just grow a layer of dust for the next few years.
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