So i figured id add a few character model designs we just started. Was gonna use the ones built in, but decided once again to see what the program can handle. These will be textured and also fine tuned alot before even being considered close to what we are intending.
1 question about the animations of the models. Can the animation length for combat be complex and more like a set of animations. And can could a few seperate animations be linked together with a code for randomization to allow for a more "entertaining" combat.
I remember the original eq, and the models standing still and either swinging 1 arm and parying with a shield; alternating left then right arm swing, though it was just basic 1 chop 2 chop; and the two handed center chop.
We want to make combat more like actual swordplay, and are intending to use our motion capture system along with actual people (martial artists, and sword fighting specialists) to get acurate combat flow and animations.
Ideally we want to make it so while in combat, you never see your character do the traditional "arm-up-chop-down-repeat". For the monk/hand-to-hand combat, we want there to be more intense reactions and so on. if the client however cant be set to randomize the choice of animations to link together, then we may just set a 15 second "clip" of combat that would loop but would at least act more realistic and less mechanical and artificial.
Character Model
Pre-Smoothing
Smoothed
