Base Hero Updates (WIP)
Testing the updated Hero mesh and rig with an attack animation. The mesh has some better topology than before and still clocks in at right under 1k tris. The high-quality normal map is applied (no diffuse yet). I’m using IK solvers on the feet, which makes animating way faster and cleaner so far.
With the new character size I have to be extra cautious of the remaining working space. So the swinging animation is more “conservative” than before. The “halberd” shown is approximately the largest melee weapon that can fit in the new render area. So unrealistically oversized weapons are probably out (unless I decide to implement player draw layers in real-time instead of at equip-time).