Quote: "to be honest it feels a little slow and there is not movement in the body or neck."
Yeah it looks slower in the modeling program than it does in the engine.
It will look faster in the engine, and there is movement in the neck it is just subtle.
Maybe the movement in the neck will be more noticable when it is being played faster in the engine.
Quote: "only comment I would have on the animation is that the body doesn't move.
It takes a little bit more effort to include, but the hips and shoulders need to rotate as the legs move. It only needs to be about 5 or 6 degrees of rotation on each step, but it adds a huge amount to the overall effect. Otherwise it just looks like the legs, neck and tail are autonomous body parts rather than parts of the whole animal
when the animal is running and the movement gets more violent the lack of body movement is even more pronounced"
Right, at this point the body doesn't move, nor do I want it to in the walk animation.
I will have it moving in the run so that it will distinguish to the animation with something other than just speed.
The run is a gallop and the legs move differently as they become more paired with the one next to it, meaning the hind legs move together instead of alternately.
Right now though I was only concerned with the walk.
I guess I should go ahead and make the other files to get this thing into FPSC, then we will have a beter idea of the way it will look in play.
Maybe that neck movement is too subtle, and I will know for sure then.
Thanks for the comment guys, but I still like using multiple primitives.
I'm glad none of you want to because that will help make my models become recgonizable.
"OMG, the mesh doesn't flow because it's not made from one primitive!"
"Yup, must be one of Conjured's models."
"Yep"