Nameless Voice on 17/10/2016 at 20:56
There's a reason why there are so few custom meshes.
LarryG on 17/10/2016 at 21:38
Quote Posted by nicked
... if any of the limit planes' edges end within ...
If I understand correctly, limit planes are infinite. They don't have edges. The rectangles that are modeled are sized just to make them easy to visualize. That rectangle is used to calculate the limit plane. It isn't the limit plane. The actual limit plane is an infinite plane, not the rectangle. The limit planes generally come in pairs, with the volume between the limit planes used to define a joint or area of motion on the mesh. That is, the volume defined by the limit planes is intersected with the mesh, with the intersection being the movable portion of the mesh. Sometimes three or more limit planes are needed to restrict that volume so that it doesn't include things which you don't want included in that movable section. In any event, I think the issues you are experiencing may have to do with mesh vertices lying within some tolerance to the limit planes. If you make a high poly mesh, the likelihood of getting some of those vertices in "bad" locations goes up. That's one of the reasons for the OM models being so low poly: it makes it easier to define the joints properly. I think I recall reading somewhere, long ago, that most modern AIs use a "true" skeleton system instead of limit planes because it is much simpler to get it right that way. But that came later. For Thief we are stuck with this Rube Goldberg limit plane approach.
nicked on 17/10/2016 at 21:42
That would explain a few of the errors if it's actually an infinite plane intersecting stuff it shouldn't. Next to that, modern animation with bones and joints and inverse kinematics and all that is a cakewalk.
Still I got there in the end. He's a bit more humanoid than I was planning, but I'll take what I can get:
Inline Image:
http://i857.photobucket.com/albums/ab140/nickdablin2009/ratman_zps4dkytfzd.jpg
Random_Taffer on 18/10/2016 at 14:23
Nice!
marbleman on 21/10/2016 at 10:45
Pirates Ahoy! FM had snakes that behaved similarly to SS2 grubs. And did a lot of damage. Maybe it's worth to check out.
nicked on 21/10/2016 at 14:33
So it did! Pretty sure that will have been a contact stim.
Actually I got the rats working using short-range invisible projectiles in the end. Works great!
Nameless Voice on 21/10/2016 at 16:28
Most of the month he appears to be a normal man, but when the moon is full he becomes a terrifying wererat.
Random_Taffer on 21/10/2016 at 16:45
In my upcoming campaign, I have a character that references wererat-like creatures that live in the sewers of Blackbrook.
nicked on 21/10/2016 at 17:01
If you want the model, you're welcome to it. PM me if you're interested.
Random_Taffer on 24/10/2016 at 17:44
Ah, thanks for the offer, but not necessary this time. The character references Blackbrook, but no missions actually take place there.