The Saxons. Only Available during tutorial and Hastings Battle. Yup Indeed but thought it was intentional. What do you need. I can import AI files in 3dsmax.
Oh.... I didn't see that yesterday. Well the rotary thing was baked in max. Sorry bout' that. Here is another file. Rigged only. No animations whatsoever. Is that beter ? Rigged Grinder.7z
@Hephaestion : Here is the trick. Make three bones. Name them prop-bone001 prop-bone002 prop-bone003. Give them the animation you want. Make an xml with the new skeleton if needed. Then Make another project in blender with the ball. After that, you will just have to put a ball in the xml at the positon of the prop.
Here is the animated pivot. Ready to implement if the game has the walking donkey animation. BTW if someone is interested I just forgot to convert object to bones.That's why it didn't work more info here. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-E08D0050-23FF-4F6D-9A7F-A4651FABA22B.htm,topicNumber=d30e53982 Rigged Grinder.7z
Here is the drop propped mill. I'm working on the pivot thing But blender is converting the mesh to an armature, and the armature to a mesh --' Drop Propped Mill.7z
I was talking about the hands that he animated. Of course the ball will not. Sorry for the misunderstanding. Should the model have more bones ? Or separate meshes ?
I see one problem with this : Quality. If you hire dev's that have not interest whatsoever in the game, they propably will not be as good as someone who likes it IMO.
Okay i lll add all of them. They wont´ be Symmetrical because blender cańt just write bone is at -1 so the other should be at +1 it says bone is at -1 and the other -0,5 while its opposite.
Is that a better number @Enrique ? I also need to know why the positions of the bone are not given relative to (0,0,0), because this is really annoying for the symmetry Issue
The further we are going the more I realise why this game is still in alpha stage. The gameplay is going to change radically. While I think about it ; We need an animation list.
I'll try to fix those. Unless you want to take care of it. I need to find a tutorial on Ik's. Should I split the body in vertex groups ? Edit : Missing two vertexes group (Left thigh rear) (right thigh rear) - Fixed unwelded vertices (Called duplicates in blender. which leaded to holes.)
I believe for it to be worth the effort it should bring something like a bonus of motivation to the population or else be in a neutral village. not just a unit you put there or there it could be a small theatron with flame throwers and jongleurs. The main problem I see is that it's not like the Settlers where all units are bound to be a city. Every unit is bound to his task doesn't have to eat or anything.