Does the Bullet physics engine also include vehicle ( both ground & flight) dynamics? Well, let me know when you're ready to experiment with that and I'll do what I can to help.
So please tell me this can give us true Rope physics... swinging from ropes, grappling hooks, tow cables, etc.? If so, I will help you modift a T-47 model and I have Duncan's original AT-AT 3ds Max files.
Apparently there exists already MD3 importers and exporters for blender. If they need tweaking or fixing perhaps @@mrwonko could address that. Also, keep up the great work-- especially on your Bullet Physics integration!
But in @@NAB622 's original post he stated: So it should clarify static models only. The MD3 format specification is publicly available... some Blender coder can create a proper MD3 exporter with the exact same features @@DT85 and I put in our 3dsMax exporter (i.e., custom vertex normals, etc.)
Does OBJ support vertex animation? According to the original .OBJ specification it doesn't support animations natively. It seems Blender 2.63 uses a modified (non-standard) .OBJ format... where it can export animations in .OBJ, with each animation Frame being its own complete .OBJ. I'm not sure this is more efficient than the MD3 format. In my opinion there is nothing wrong with the .MD3 format. The new v2.2 3ds Max .MD3 exoprter properly fixes and creates optimized MD3 models. Other 3D packages likely do not support this modified non-standard .OBJ file format.
So he does not even grimace or yell out in pain when hit by a lightsaber? Or when he has a limb dismembered? Or make any sounds at all during his death? I find that odd.
In my opinion, I think a few bones should be added to allow some facial expressions... like snorting/flaring nostrils. Also, the lower jaw portion of the helmet should allow for some lip/mouth expressions-- like grunting and roaring (which would be very intimidating to a player)... so he needs a mouth cavity and teeth/mini-tusks.
The animation seems like it is done by beginner students... very staccato in movement-- not fluid motion. And some close-ups make you think you're watching Team America marionettes.
I've been watching the finale ending of season 2 and season 3, and I must say that the animation sucks-- very blocky and sometimes they look like marionettes on strings.
@@Psyk0Sith... so Obi-Wan grunts... but there is no Force sound FX for the push itself. I liken this to some martial artist doing their yell before they karate chop a board. Now I would agree that it would be plausible for the recipient of a force FX to grunt (or whatever).
I just think most Force FX already give visual feedback in the sense that objects or enemies play an "affected" animation (pushed/pull stumble or fall, etc.) and the player already does some hand/arm motion-- this is sufficient by itself in my opinion; save the computer resources for somthing else. You don't see or hear these cheesy FX in the movies.
Nice work, but I greatly dislike the spherical effect that eminates from the players hand... I don't think it is needed at all-- and it's distracting. The sounds are a bit oppressive as well and could be toned down. That's my opinion.