Well, standard animation methods are also more accurate when trying to reproduce the animations from Fallout, I'm almost sure they did not use motion capture.
But sometimes it is hard to create one from scratch, so motion capture would be a good idea too.
Ok, so past week I finally passed my exams so I'l be free from now on
. I'll be still working on animations, I want to convert them for the female character, I have 1 so far, pistol shoot (I believe I uploaded it...
). Anyway, some time ago I was working on special deaths, but what about standard death?
I added the blood effect when you die. I had some trouble, as usual
, but I believe it is fixed. The shadows would not cast over the blood, so I had to paint it over the texture
...it's not that bad.
Here's a video:
Technical info: It goes attached to the very first layer, the skin value, because it is not related to any armor or attachment you might have. I plays only when animation 66 or 67 are called, which are "dead_prone_back" and "dead_prone_front". Somehow it also played when knocked down, but I fixed that by calling a new blank animation in that case. Weird anyway
What I learnt from this is that I can attach two different objects into the same layer and value. So I tested something more. Remember long ago I made a test on bullet cases coming from the assault rifle? Well, that was made into the rifle model itself, and it would be hard to make it for every weapon. But now I can attach the bullets to any of the weapons, and even different kinds of bullet and/or muzzle flashes. I tested it, works fine, but it can barely be seen anyway
Ok, that's it. I'll keep you updated.