Boston Rig and Mesh - Printable Version
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Boston Rig and Mesh - FlamingHairball - Apr 2, 2009 03:20 PM
To my ardent fans():
For those of you who read about 'Boston - Mouse in the Sewer' the source code(including assets) should be available for download at http://www.udevgames.com/games/entry...e_in_the_sewer.
For those of you who like the main character but don't have Unity and don't want to download the ~80 MB source file, I am placing the 'Boston' jas file online at this link: http://dl.getdropbox.com/u/680550/BostonMesh.zip
The file includes: The Boston Mesh. The Boston Rig. The Boston texture.
Comments can be posted to this thread.
/*********Frequent Comments*******/ (Not really)
'I LOVE THIS FILE!!! THANK YOU!!!'
Glad I could help.
'This model stinks. You ruined my life.'
I'm very sorry.
'The animations are weird'.
'Um, he doesn't have hands.'
That is true. I don't know how to model hands.
/*********Things to know************/
Some of the animations are weird. This is because they were made specifically for use in Unity3D. They may be too fast or too slow, they may be incomplete, they may not animate the whole skeleton. This is because I setup speed and animation blending inside Unity.
Some of the animations are weird anyway. This is because I am not a good animator.
The 'Boston' mesh is ~15 polygons. This is steep for game dev, but I had no idea what a reasonable poly count was at the time, and by the time I did know, the deadline was too close to do anything about it.
Comments are welcomed.
Boston Rig and Mesh - igame3d - Apr 2, 2009 04:47 PM
I was going to pit Boston against some zombies but the poly count was way too
high and attempting to get his arms in a position I could animate from was a little crazy in cheetah.
Boston Rig and Mesh - FlamingHairball - Apr 2, 2009 06:14 PM
igame3d Wrote:I was going to pit Boston against some zombies but the poly count was way too
Yeah, I'm going to remodel him(possibly in Silo ).
Boston Rig and Mesh - igame3d - Apr 3, 2009 02:35 AM
Boston vs. uDeadGame
Cheetah was actually easier than I thought.
Used the bones element to get a T-pose mouse from the source Boston.
Exported an obj. Reduced in AC3D to around 3800 polys.
Saved as "Bostonsoldier.wtf"
Pasted "Bostonsoldier.wtf" all over a couple of level Lua files and there he goes!
Then I realized his feet have a ton of extra polys and I should
have cut them and reduced them separately to preserve detail elsewhere.
Boston Rig and Mesh - FlamingHairball - Apr 3, 2009 02:28 PM
Heh, I want to play that game.