Taking a break from the hyperion like kOba suggested so going back to this.
I have removed the barrel from the turret so that it doesn't interfere with look of changeable weapons.
Currently animating the thing and have gotten test animations to work so I am now looking to animate the buggy properly now.
With UGVs not being fully implemented yet how much latitude do I have for animations? I ask because
stand0, stand1, stand2, stand3 {Needed}
walk0, walk1, walk2, walk3 {Needed}
cstand0, cstand1, cstand2, cstand3 {UAV/UGV's crouching?}
cwalk0, cwalk1, cwalk2, cwalk3 {UAV/UGV's crouching?}
death1, death2, death3 {Needed}
dead1, dead2, dead3 {Needed}
run0 {?}
{Do we need 8 weapons animations, Personally I think 2, 1 for single shot 1 one for repeat fire}
rifle
biggun - Fixme: What is the difference to "rifle"?
melee
pistol
pistol_d (akimbo)
grenade
item
rpg
stand_menu {Needed}
stand_still {?}
panic0 {I suppose the operator could panic but would that show on the UGV in mission apart from it just standing there? will panic be included in UAV/UGV implementation?}
In addition to that with this model having exposed wheels I can do left and right turning animations. Also with having an independent turret I can animate that to rotate like the HWPs in XCOM but if yo include fire animations that could be a lot of animation frames for the different combinations.