“no spare mental capacity left to multitask on devblog right now” afborro
Afborro already wrote such a nice posting about his work on the driver body, but didn’t take the last step, glad I help out. This is what he wrote:
Not been doing much bug fixing lately so what have I been doing ?
driver model and rigs
Over the next few days. The old driver wil be removed from the game and replaced witht the new one. Shaun been doing a few paints and having me made the last few model tweaks I put him in the Ferrari.
I never liked drivers in mods that have stick fingers and arms Hope this a bit of an improvement over that. Also the arms and hands can be easily customised via a bones and kinematics driven implementation for rF1 to fit each car as needed, but also that it can be animated in rF2, (or may be in rF1 via Gonzo’s rtfm=1 )
So I thought would be fun to show the bit in him that reminds me of terminator 2, with 20 hand bones and 4 arms bones, the rig that controls it.
This rig is separate from the biped to be used for the spinner, largely to produce somethign that was a lot friendlier in polycount for ingame, the biped didn’t work well or look good after poly optimisation, so this new way of doing it for ingame, the polycount including LODs of the driver is the same as the original.
In the meantime Whata is working on the driver body textures.