Freshbite wrote:This is awesome! I like that he's walking backwards, but it gives me the feeling that it is a cover-up for a minor mistake
I blame OpethRockr35 for modeling it backwards. Also I don't want to have to rig it again.
One thing I found is that rigging doesn't work well for small close limbs like fingers. It somewhat conglomerates them together, though that may be a factor of too large of resolution with the voxels.
Also, though I'm sure David's already aware of it, the engine crashes when you try to attach a skeleton to anything bigger than about the size of the pillar object, which is why the whaleman is so small when I rigged him. Probably a voxel problem again, though I wonder whether voxels will be efficient at all for something as large as the original whaleman, since volume increases exponentially.
phort99 wrote:It's more a matter of the density. Voxels don't need to be a fixed size so ideally for a whale man larger voxels should be used.
True, but they would need a system that accommodated all types of models. What if a very large tree model needed to be animated that had many thing roots and branches. The voxels would need to be small enough to fit them all without overlapping.
I'm sure it won't be a problem, just something to watch out for.