I was going to finish a new dragon model, but I'm throwing that out until a later module. I don't think I can pull off that module anyway with the current resources.
Final update on anything before leaving for my trip:
New plant graphics are based not on a down-to-the-leaf model as last year's fall foliage, but as a new growth section. Due to the inherent differences in conifers and deciduous trees, the conifers package of foliage will include not just new growth, but the previous year's growth below. Deciduous foliage includes only new growth, sometimes with flower or seed. All foliage kits will come with 5 "leaf" varieties, rather than the 25 that the fall foliage packaged with last year.
Final model node layout for my skinned story characters:
RootDummy
-lower torso (not the pelvis. this gives more movement in the stomach area for new roll animations, as well as a crouching rogue walk/run)
--upper torso
---lower neck at torso (improves upper back movement on attacks over head, as well as animations for bending over and falling forward)
----upper neck and head (the bend is at the adam's apple, and will rotate with the head-look animation)
-----jaw (unused on these characters)
---clavicle-shoulder (for shrugging, casting graphics, and overall less stiff physical attacks)
----bicep
-----forearm-elbow (rotation on the forearm is mostly moved to the next node, this helps with skin movement)
------forearm-wrist (handles wrist rotation as well as additional elbow to wrist movement, this node is also has the welded hand)
-------hand dummy (animation handles placement of weapon when not in combat, when casting, etc, as many npcs will cast from a focus item)
----breast node A (not active on these models, but handles the rotation of female breast left to right, as well as pectoral play on male emotes)
-----breast node B (not active on these models, but handles female breast bounce)
-pelvis fork (same as OC)
--thigh (same as OC, except corrected position of rotation to correct ball joint)
---knee anchor (an intermediate bone for proper skin flex in knee area)
----shin (same as OC, except truncates higher above the foot node)
-----footA (top of the foot, also handles rotation of shin)
------footB (bottom portion of foot, handles bend mid foot, or entire section of front armored boot)
I've probably forgot something. Even after two large coffees, I have run out of steam.
Visible nodes are as follows:
-pants, underwear, and anything from the waist on down are part of skin#1 or "robe" slot. This includes anything that requires the leg bones from pelvis on down, such as dresses (however long dresses and cape-like skins can appear on skin2)
-thigh node allows for an armor part to be placed on the upper leg over skin1 and under skin2. In place of armor, a rogue may sport a sheath, or a wizard may have a tome holster or potion rack.
-shin node is primary boot appearance, up to and including the knee region, but not flexing into the thigh region (all thigh-high boots are part of the pants skin, but may be supplemented at non-bending areas by the shin node)
-footA requires a part which fits with the primary boot appearance. footA and footB are assumed to be merged, and additional space is left inside the boot area, making all boots somewhat high of heel
-bicep will contain the shoulder elements, as before, except that the bicep now IS the shoulder element, as well as anything which would hang down from the shoulder on that side
-chest will contain a visible necklace spot, other chest appearances, from shirts to full armor, are handled by a skin#2, or the "cloak" slot. This may include pauldrons which have a different flex point than the shoulder/bicep connection
-old shoulder slots will be re-purposed as trinkets, and I have not yet decided exactly where they will be.
-head slot will be customizable hair or other head-affixed items with or without hair included. head and face base graphics are handled by the upper skin, but come as bald/shorn.
-pelvis slot allows for a fancy belt overlay in the non-bending pants region and/or large enough to cover any skin collisions with the belt.
-forearm-wrist will contain a bracer/gauntlet part, with a fixed hand. since a hand will be visible from the upper skin, open finger gloves are possible, as are bare hands with bracers
-hand will include the weapon node as before, but may also parent a new trinket node which allows for "permanent" placement of special casting visual effects. Hand itself will not be a visible part, except that hand may be repurposed.
This leaves 3-5 unused nodes which will be repurposed as various trinkets or effects: Neck, rHand, lHand, rShoulder, lShoulder
Animation changes:
-casting will be faster, and not take a whole 1-5 seconds of casting "dance" before actual casting occurs. A round is too damn long anyway.
-characters will cast from new stances, but animation names will remain similar to how the casting is done. Overall casting will look more interesting, even if shorter and less strenuous.
-attack right and attack left animations will be repurposed to account for two types of primary button-based attacks. Characters no longer do the painfully slow dance of who will attack next.
-attack animations are shorter, allowing more smooth transition from one animation to another when multiple attacks occur in a single round. This also helps with skin malfunctions
-full walk and run animation fixes have been made to replace the internal patch job which occurs in the male and female human model when carrying weapons/shields. This also helps with skin malfunctions
-kick and whirlwind are completely redone/repurposed
-I don't use mounts, so I have done nothing to mount graphics
-appear and disappear animations have been fixed to allow for more fluid teleportation/blink visuals.
I'd like to show one model, but I really feel that will give a lot away, both in story line, and surprise. All I can say is that these characters are very unique. Very. I know some players will feel railroaded by the module plot, but it is a story of the characters, not the player, so I think you will adjust. It will only be temporary anyway.