Use two-handed overhead strike, works just fineShik said:animation of throwing a heavy rock with two hands off of a wall would be awesome.
Don't overestimate the ability of men to lift boulders, and underestimate the weight of the bouldersMadocComadrin said:What? No it wouldn't, the hands would be directly over the head, but we need them a little bit longer than shoulder-width apart.
joseph590 said:bayoneting animation
a rifle but animation whould be greatgaston said:The pole arm thrust works fine for the bayonet. What's missing, though, is an animation for a rifle/musket butt stroke. I would like to see the the bayonet slash attack replaced by left and right horizontal butt strokes.
Rapace said:is it possible to animate fingers individually? if so give this a try:
left hand, middle finger: extended
left arm: flailing up in the air
i have drawn up what the hand would look like
in true keen_john styles
Shik said:animation of throwing a heavy rock with two hands off of a wall would be awesome.
I know an AAR that could use that one.Rapace said:is it possible to animate fingers individually? if so give this a try:
left hand, middle finger: extended
left arm: flailing up in the air
i have drawn up what the hand would look like
in true keen_john styles
You can always rig one middle finger to the shield bone. Would need hands modelled as part of body mesh, I suppose, to override hardcoded vertex-animation setup for handsSpecialist said:No, it actually isn't.
The bones in the main skeleton.brf have only one bone per hand.