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Roman Long Range Weapons

Modelled, rigged, textured, and animated three projectile weapons from the Roman times. These models are used as hero weapons for the tower defence game in development called Interimperium.
Steam page: https://store.steampowered.com/app/3454040/InterImperium/

Assembled in Unreal Engine with skeletal mesh.

Assembled in Unreal Engine with skeletal mesh.

Preliminary key framing of Fire Animation. The game involves idle, ready, fire, and reload animation as well.

This was the first weapon I rigged. Having a designated bone for the projectile, allows the projectile to "disappear" by scaling 0 at the end of fire animation. Then the code can produce the projectile separately. This logic was applied to all weapons.

This was the first weapon I rigged. Having a designated bone for the projectile, allows the projectile to "disappear" by scaling 0 at the end of fire animation. Then the code can produce the projectile separately. This logic was applied to all weapons.

The rig starts at the base as the entire mesh is paired to this body of the rig. By moving this portion of the rig, it can easily shake the whole weapon body.
There is one bone for the wheel at the back to just turn the wheel for when it loads and fires.

The rig starts at the base as the entire mesh is paired to this body of the rig. By moving this portion of the rig, it can easily shake the whole weapon body.
There is one bone for the wheel at the back to just turn the wheel for when it loads and fires.

This rig bases at the pivot of the ropes, and the side wheel is child to the main bone. This way, when the weapon hand rotates, the cog wheels also turn same amount. The back reload wheel is a separate bone since it rotates on its own in reality.

This rig bases at the pivot of the ropes, and the side wheel is child to the main bone. This way, when the weapon hand rotates, the cog wheels also turn same amount. The back reload wheel is a separate bone since it rotates on its own in reality.