Monday, 26 December 2011

Not Skeletal Animation

The set of points from last week were the raw data of the "skeleton" of a Hellknight from Doom 3 - I'd intended to have skeletal animation at least somewhat working by today. No such luck, though I did fix the final issues of native library loading - it can now manage its own native code entirely, after adapting to some updates to JOGL, with a patch to skip over the part that my code already handles.

On the 3D printer, I added the Y-endstops (both home and end), and calibrated and tidied the wiring almost completely. All that remains before actually printing parts now is the X-axis belt and endstop setup (and using a spirit level to re-level the machine). A heated bed might be necessary to get the best-quality prints, though I'll see how it performs without first.

The motor for my moped arrived, too...
Finally, if you haven't already got it, there's possibly still time to pick up a copy of the Humble Indie Bundle (4) - pay what you want for some pretty awesome games (probably most notably, Super Meat Boy and Shank, both of which are gore-intense but brilliant games).

Charlie

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