Sorry mate, you're out of luck. I've lost the model sometime ago when i change my laptop. I can make a new one, but I'll have to consider it as comission. Don't worry it'll be dead cheap cause I already have the design.
It depend on what game you're going to do. Unity can be consider to make all kind of game while Ren'Py primarily designed for visual novel. Start from what you're able to do and move on when you have more knowledge and experience for another kind of games. But they're a lot more game engine suitable for a specific genre of games but if you knew and have much experience you can make many kind of game from any engine or from scratch. Choose what you want to make to make first and decide on the engine.
@GravityGames I have werewolves that need to be animate but I need a few more days to set him up cause I lost the source file with rig a few days ago with my thumbdrive. I'll get into the case right away ^^
Yes @AvidLebon, I'll be glad if you wanted to help. You don't have to worry about other thing, just the animation. I'll be handling exporting the character to the engine when it's ready. If you need more detail just tell me.
I'll try but I don't know if it will work or the IK will be preserve after export. But I guess you can re-rig it anyway right. What are you using? Maya?
@Saliv thanks for your comment, I had updated the post with more info than before. As of the model,
* It is intended to have a one sided since the engine allow everymodel to have its own configuration. Backface culling included. I can turn it off for this model only but it can turn it on on other. I wanted so that I don't have to use much verts on the scarf. Well it will weird anyway if I had double sided the scarf cause it is made out of alpha blended texture.
*It look natural I guess. I tried to use copy bone rotation constraint on the fingers but it doesn't work out the way I wanted to. Any suggestion on that fingers?
*The engine allow that many bones, It didn't have limit on bone numbers but I had fixed the armature as you suggested.
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Never heard of that feature before but we always found new things to do with Blender everyday anyway :D For now I had few solution for the eyes but since I can't import modifiers into most game engine, I kept for making animations.
Thanks @Teh_Bucket ^^ I see you're going to use the 3D to 2D sprite technique. But I see your model had an edgeloop issue. It is nice as it is but how about using this http://opengameart.org/content/sprite-base-model base model instead? It is already rigged and ready for animation. Sorry for being a little picky ^^" But thanks if you're willing to help.
Tcg? Okay i think, but please show me the card if you used it. Just curious to see ^^
Sorry mate, you're out of luck. I've lost the model sometime ago when i change my laptop. I can make a new one, but I'll have to consider it as comission. Don't worry it'll be dead cheap cause I already have the design.
It depend on what game you're going to do. Unity can be consider to make all kind of game while Ren'Py primarily designed for visual novel. Start from what you're able to do and move on when you have more knowledge and experience for another kind of games. But they're a lot more game engine suitable for a specific genre of games but if you knew and have much experience you can make many kind of game from any engine or from scratch. Choose what you want to make to make first and decide on the engine.
@GravityGames I have werewolves that need to be animate but I need a few more days to set him up cause I lost the source file with rig a few days ago with my thumbdrive. I'll get into the case right away ^^
Yes @AvidLebon, I'll be glad if you wanted to help. You don't have to worry about other thing, just the animation. I'll be handling exporting the character to the engine when it's ready. If you need more detail just tell me.
https://www.dropbox.com/s/1jt5gi5bdy1ufda/Red_FBX.zip?dl=0
Thanks for helping. That is the link to the fbx but you had been warned, thing might break, at least the IK I guess.
I'll try but I don't know if it will work or the IK will be preserve after export. But I guess you can re-rig it anyway right. What are you using? Maya?
@Saliv thanks for your comment, I had updated the post with more info than before. As of the model,
* It is intended to have a one sided since the engine allow everymodel to have its own configuration. Backface culling included. I can turn it off for this model only but it can turn it on on other. I wanted so that I don't have to use much verts on the scarf. Well it will weird anyway if I had double sided the scarf cause it is made out of alpha blended texture.
*It look natural I guess. I tried to use copy bone rotation constraint on the fingers but it doesn't work out the way I wanted to. Any suggestion on that fingers?
*The engine allow that many bones, It didn't have limit on bone numbers but I had fixed the armature as you suggested.
=======================
Never heard of that feature before but we always found new things to do with Blender everyday anyway :D For now I had few solution for the eyes but since I can't import modifiers into most game engine, I kept for making animations.
Well I guess i forgot to tell that I updated the model a few hours ago. Sorry for those that had downloaded the previous one.
Thanks @Teh_Bucket ^^ I see you're going to use the 3D to 2D sprite technique. But I see your model had an edgeloop issue. It is nice as it is but how about using this http://opengameart.org/content/sprite-base-model base model instead? It is already rigged and ready for animation. Sorry for being a little picky ^^" But thanks if you're willing to help.
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