Ok, this week has been mostly a productive rigging week. Hands are now pretty much finished, minus the thumb, but once I get that the arms will be pretty well done and I can move to spine temporarily and then on to the head. the face is going to take a bit of work, but it should be worth it. I’ll try to get some demo videos of the arm and fingers pretty soon.
on another good note, the finger rig should work pretty easily in blender too. The rest of the arm on the other hand, may take a lot more work to get working in blender(my current rig is in max)
however, last night I did manage to get some game code specific stuff done. after looking over the tile code a bit more, I decided it was time to stop just looking at things and just start coding. so I got a tiny bit written. a struct to hold individual tile data, and the start of the class for map creation.
////////////// tiledata.h /////////////
#ifndef TILEDATA_H_INCLUDED
#define TILEDATA_H_INCLUDED
struct tiledata
{
//height
short tileHeight;
//textures. one ground texture plus four cliff textures
short texGround;
short texNorth;
short texSouth;
short texEast;
short texWest;
//tile slope
short slopeNW;
short slopeNE;
short slopeSW;
short slopeSE;
//tile corner cliffs
short cliffNW;
short cliffNE;
short cliffSW;
short cliffSE;
//east walls
short wallEN;
short wallES;
//west walls
short wallWN;
short wallWS;
//north walls
short wallNW;
short wallNE;
//south walls
short wallSW;
short wallSE;
};
#endif // TILEDATA_H_INCLUDED
//////////////// tiledTerrain.h ///////////////
#ifndef TILED_TERRAIN_H_INCLUDED
#define TILED_TERRAIN_H_INCLUDED
class TiledTerrain
{
public:
void loadMap();
void loadMap(int x, int y);
void loadMap(heightmap image);
void loadMap(const std::vector &tileData);
private:
};
#endif // TILED_TERRAIN_H_INCLUDED