Skeleton Model

OK, no rib-cage yet, so I threw some kind of leather armor over him…


better render and altered fragment parameters so I can swap roll and yaw axes (on the sword)

better render

He’s mostly the result of testing out parameterized fragments, with a little bit of the skeleton face and head I produced a month or so ago. Working with Skeley has helped me fine-tune some things in model construction and see where some impedance barriers to smooth asset creation are.

The second picture is direct from the model editor, where the field of view is apparently slightly better. I also made it possible to swap roll and yaw axes on fragment nodes, so I could more easily roll the sword (which is oriented so that it rolls around the z Axis instead of the Y axis)

Also, he keeps me from working more on the targeting system in the client…

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