Looks promising, with more animations it could become even more useful, what's limiting is his mesh, though. I was once toying with this idea, what if a modeler made one super customizable mesh like this, but in order for it to be multi purpose having a bunch of animations isn't enough - you need to have a bunch of faces too. Idealy, users should be able to calibrate as much as possible, with the use of attachments; however, taking this to an extreme level, there would be nothing left of the model but attachments, and that doesn't sound too good. However, being able to at least put different faces on the guy would be nice, his face doesn't seem animated anyway so the static nature of attachments shouldn't be a problem. It would be a problem for in-game stuff because it wouldn't show on the unit portrait, this is why I originaly stopped thinking about this, but I guess for cinematics this could work. |