Now the issue of the moment, is how to use torque to have the rigid body stand, instead of using the dynamic “center of mass”
I need to get the angle, and the further past the “tipping” point, the more the head leans that way, Here is my rig, at the moment until it is done it is for education only, I will donate the whole rig Creative Commons when done, but for now it is no share, no profit, feel free to edit and dissect,
you are allowed to direct people here to get the rig,
So help?
I will release full use-age when I feel it is ready, and we already have a game running , funding development of the bge, and getting the people who developed the game money,
All contributions will be considered, and are the proplerty of there respective submitters,
the person who comes up with the best solution will be entitled to a portion of the credit in the game, as well as a portion of the funds,
at this point It is 50% split two ways, and I am donating 12% of my cut to the best BGE dev team we ALL decide on (the forum)
I need one other coder/engineer/designer and I am bringing in a sketch artist, so
that is
Me-Writer/Coder/Ruff Design/Enineering/Game Design
Akira_B-Consulatant/Artist/Modeler/Texture artist
you?
Joeseph-Sketch artist, mechanic, engineer, and storyboard
so that means 25% for each of us, for the ad revenue, with the mutual agreement to release all code to open source after all goals are met,
So will it be you?
here is the rig that needs love
Alt-Walk cycle
Q step(buggy)
E step(buggy)
WSAD- Lean Head
z - torque left
c - torque right
I need Z and C to steer in a reliable manner, I think another type of walk cycle is needed, so
get to work!
lol
I have to finish with the level and character design, components, level pieces, and enemies…
Position is NO longer available
Team will talk about any future additions and we will post them on this thread
Attachments
RigGag2b.blend (562 KB)