Author Topic: Just for fun- Basilisk redesign  (Read 32001 times)

jm82792

  • Posts: 630
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Re: Just for fun- Basilisk redesign
« Reply #30 on: February 15, 2011, 06:27:40 am »
Yeah you should animate using handles/curves not bones.

Pazuzu

  • Posts: 987
  • Turrets: +50/-12
Re: Just for fun- Basilisk redesign
« Reply #31 on: February 15, 2011, 06:07:45 pm »
I took off the spike bones, and rigged the spikes to the spine. Other than that, I think a lot of the bones are necessary to get a smoother animation. Keep in mind I'm using lots of IK, which makes it easier to use those long bones chains.

ok, can you give me the tool thingy app that can code?

jm82792

  • Posts: 630
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Re: Just for fun- Basilisk redesign
« Reply #32 on: March 04, 2011, 06:01:54 am »
Dead!
I've stuck with projects until I hit limitations!

Pazuzu

  • Posts: 987
  • Turrets: +50/-12
Re: Just for fun- Basilisk redesign
« Reply #33 on: March 04, 2011, 03:48:41 pm »
Dead!
I've stuck with projects until I hit limitations!
Good philosophy! I stick with them til I get bored. :-\

ok, can you give me the tool thingy app that can code?

jm82792

  • Posts: 630
  • Turrets: +9/-34
Re: Just for fun- Basilisk redesign
« Reply #34 on: March 05, 2011, 04:59:47 am »
I've stuck with a few for months.
My lighthouse one is alive still,
they finally got out the ocean rootkit that was used in Terminator Salvation :)