I used that as a base, yeah.
Really? That seems so excessive!I'd add that in the description. I know it's kinda unnesscary but people might blame you of claiming someone elses work (in this case blizz, but still - they are wow anims and not originally from wc3). As the animations are top notch (obviously) it really should be mentioned IMO.
Not really... Because while there's nothing wrong with using in-game (or even WoW) animations (heck, that's the basis of geomerging/in-game-texturing as well), it could be seen as sort of 'disingenuous', if someone were presenting that work as solely their own, completely from scratch (which is kind of the assumption unless one says otherwise).Really? That seems so excessive!
@Kyrbi0 It doesn't happen in version 4 ("beta"), so it's a non-issue.
As far as the model goes, are you crazy? Do you not realize there is such a concept called interpolation, and you don't need literally thousands of keyframes for some simple robotic movement? That is in addition to the fact you have thousands of keyframes not even used by the model.
It actually made me think my code failed to load the model, because it froze the sanity test for like 15 seconds due to all of the warnings generated...
Not only does this take ridiculous amounts of memory, as can clearly be seen by the model size, it also makes it a lot harder to actually edit animations, I won't be surprised if every change in an animation is a pain, considering you have 600 other keyframes you need to change...