I think we’ve got a decent working mesh ‘stickman’ that will make the dire wolf the proper shape.  I’m in the process of testing it now.  The Unfortunate news is that with this new mesh ‘deforming’ system, that a lot of the old animations aren’t working properly.  So far they’ve been minor fixes.  But since I was already messing with animations I decided to make two fixes of previous complaints about the dire wolf:  The walk animation has the paws lifting too high in the air, almost like a prancing gait.  We’ve also heard complaints about the dire wolf ‘kicking out’ too much on the run.  Both of these issues have been fixed so far.

Some other changes we’re thinking about doing since we’re already working on the avatar:

  • Facial Expressions – When clicking on an animation such as “growl”, it doesn’t revert when the growl stops playing.  We’re looking into making the facial expressions revert when animations are done.
  • Head Options – I’m looking at giving the head the same options as are available on our Kaerwyn Creations Kaetif avatars.  (Jaw Angle, Eye Lid Position, etc).
  • Leg/Hand Prims – I’ve already changed the rear legs to look at little bit better.  I’ve *thought* about making some actual mesh legs and front paws, but I’m not really sure it would look okay with a mostly sculpted prim avatar.
  • Tail – Really never liked the way the tail looked, might try to rebuild it a little.
  • HUD Updater.

Here’s the run:

And the walk:

Written on October 8th, 2013 , Avatars, Issues and Fixes

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