Makes me almost feel like I know what I'm doing here
Makes me almost feel like I know what I'm doing here
I'll disable it for now, but fingers crossed the 'Axis Drag' function I've had planned anyway, should fix that when I code it in later.
I'll disable it for now, but fingers crossed the 'Axis Drag' function I've had planned anyway, should fix that when I code it in later.
If it's the latter, I might be able to leave it for now, since better child motion was on my fix list anyway.
If it's the latter, I might be able to leave it for now, since better child motion was on my fix list anyway.
So long as you don't mind the motion being a bit comedic as you start out.
www.youtube.com/watch?v=hQub...
So long as you don't mind the motion being a bit comedic as you start out.
www.youtube.com/watch?v=hQub...
However, I know there are more and more videos on things like active ragdolls, and procedural systems that could help for those wanting to start doing things like this
However, I know there are more and more videos on things like active ragdolls, and procedural systems that could help for those wanting to start doing things like this
Passive forces, aka gravity, momentum, should have less effect on the posing of the torso when it's connected limbs are anchored and more when they are not.
Legs for the hips, arms for the chest. Would make climbing work even better, or just wall leaning I guess.
Passive forces, aka gravity, momentum, should have less effect on the posing of the torso when it's connected limbs are anchored and more when they are not.
Legs for the hips, arms for the chest. Would make climbing work even better, or just wall leaning I guess.
And again, barely any work for a system to implement, this is shaping out to be pretty nice
#proceduralAnimation #gamedev #videogames
And again, barely any work for a system to implement, this is shaping out to be pretty nice
#proceduralAnimation #gamedev #videogames
And a extra plus for me, the tension they're missing on the forward swing, is something I already predicted a while back, and already have plans in the work for how to solve... so this was validating.
And a extra plus for me, the tension they're missing on the forward swing, is something I already predicted a while back, and already have plans in the work for how to solve... so this was validating.
I like how they bounce, it makes me laugh. Here's hoping I can get that kind of motion to be intuitive.
I like how they bounce, it makes me laugh. Here's hoping I can get that kind of motion to be intuitive.
The hope is by the time I'm done, I can direct the pose by adjusting all the inputs, or only one, and still have the rest line up properly.
The hope is by the time I'm done, I can direct the pose by adjusting all the inputs, or only one, and still have the rest line up properly.
...Then I can imagine doing some fun stuff with this if I take some of the logic from past combat systems I've done.
...Then I can imagine doing some fun stuff with this if I take some of the logic from past combat systems I've done.
Once I have those in, it'll then probably be time to start adding proper state managers to handle intelligent actor to scene interactions and player input.
Once I have those in, it'll then probably be time to start adding proper state managers to handle intelligent actor to scene interactions and player input.
So this sprint target
- Moving and rotatable floating body that effect pose.
- Dynamic sword swinging motion.
- Basic wall collision.
So this sprint target
- Moving and rotatable floating body that effect pose.
- Dynamic sword swinging motion.
- Basic wall collision.