I've done a lot of fine tuning this morning to the ogre animations. This is what I've come up with so far:
- All Project Q and Monster Mash ogres use c_ogre35 as the animation supermodel. This model is in turn linked to the new a_ogre animation tree, consisting of the following supermodels: a_ogre, a_ogre_non_cmbt, a_ogre_med_wep, a_ogre_custom, and a_ogre_casts).
- I have added four additional run animations and 4 additional walk animations to c_ogre35. This takes care of what I affectionately referred to as the "Gump run/walk".
- Ogres can now use ALL the animations normally useable by player characters and other Type F models (bugbears, goblins, orcs, etc.).
- Ogres can now equip weapons in the left hand. This also includes equipping torches AND the torch's vfx and illumination works).
- The only known issue is that an ogre equipped with a torch will not hold it aloft when running or walking. I have not been able to isolate the issue YET. I think it has something to do with the "walk_swordL" and "run_swordL" animations and the way they tie in with the "torchL" animation.
If anyone could offer some insight into the issue noted in bullet #5, feel free to reply...
Modifié par Pstemarie, 08 juillet 2012 - 05:46 .