Initial Project Fold
Basic folders for project.

Basic folders for DESIGN (Blender, textures..sounds) and UNITY (the main
project)
Corrected name of folder name

From Badass_Update to Badass_Upgrade
New version of gitignore.
Armature of basic Arm

Created the basic bones to be "rigged"
New version of gitignore
Positions of the bones Fixed and named all of them

From now on, i will keep working with 2 more files (finished with 1/2)
they are backups of my project . do no edit them
InitialPosition of animation

Mirrored the hand (it should be the left one , not the right one),
bone-positions fixed, Initial position for the animation
FullAnimationSLOW

First try, i should keep increasing the hand rotation and speedup the
parts.
Basic animation, waitting for feedback.
Creation of arm.blend, arm.blend1 and arm.blend2.

- These files are the left arm's mesh.
- Only less than half of the arm is done.
Animated + Extra (hurted hand)

Added animation of injured hand while hitting. Still in Slow version
Finished

Expecting Feedback about animation
Merge branch 'Grupo-A' of https://github.com/eloipuertas/ES2013Dimarts into Grupo-A
arm.blend, arm.blend1 and arm.blend2 modified

-The arm's mesh has been improved, now there's an arm 'til de hand, hand not included yet.
arm.blend, arm.blend1 and arm.blend2 edited.

- Mesh completed, materials and textures left.
- Do not edit this file, if you want to import the armature create,
  another file.
first commit

proves commit
Merge branch 'Grupo-A' of https://github.com/eloipuertas/ES2013Dimarts into Grupo-A
Mouse ok

Mouse movement ok
move keyboard ok

Move player with a keywoard ok
arm.blend,arm.blend1 and arm.blend2 deleted, leftArm.blend and rightArm.blend created:

- Realized the blend# files were autosave files, so I deleted them.
- The mesh for the left arm contained a right arm, mistake solved
  by making leftArm and rightArm (rightArm will be used later to make
  weapons arms).
- Shoulder in both meshes no longer exists since they wouldn't appear
  ingame.
- Meshes now have Materials.