I do take it as contrsuctive crit. The only problem is.. with respects to the movement of armour, is that problems of it moving.
Its hard for people who dont model, or skin models to apreciate just how hard it is to set up a character with vertice weighting. If for example i had the armour rigid (as it would be in the real world), then unforunataly due to the way characters move in games, the armour would cut through the body when he bows etc. This is why the armour, gels with the body and moves like that.
Regading the mocap, it is not free.. i have a library of 800 micaps that i purchased to use commercially.
Its hard for people who dont model, or skin models to apreciate just how hard it is to set up a character with vertice weighting. If for example i had the armour rigid (as it would be in the real world), then unforunataly due to the way characters move in games, the armour would cut through the body when he bows etc. This is why the armour, gels with the body and moves like that.
Regading the mocap, it is not free.. i have a library of 800 micaps that i purchased to use commercially.