Side note, anyone know how to start a BlendTree animation on a random frame in code? I've tried everything, gotten every part of the AnimationPlayer, AnimationTree, BlendTree, Animation node. I can get the animation length but can't advance/seek/etc?
November 7, 2025 at 6:13 PM
Side note, anyone know how to start a BlendTree animation on a random frame in code? I've tried everything, gotten every part of the AnimationPlayer, AnimationTree, BlendTree, Animation node. I can get the animation length but can't advance/seek/etc?
Thanks! 99% of my time so far has been trying to fine-tune the character controller and making sure I’m capable of producing the visual style I’m aiming for, now I’m finally starting to be able to branch out into things like enemies 😅
November 5, 2025 at 8:10 PM
Thanks! 99% of my time so far has been trying to fine-tune the character controller and making sure I’m capable of producing the visual style I’m aiming for, now I’m finally starting to be able to branch out into things like enemies 😅
I do Mario 64 speedruns (poorly) and LOVE the movement from that game, and I love how layering textures and vertex colors can make for phenomenally artistic levels like in later Rare games, basically I’m aiming for the best parts of both of those, peak N64
October 18, 2025 at 7:25 PM
I do Mario 64 speedruns (poorly) and LOVE the movement from that game, and I love how layering textures and vertex colors can make for phenomenally artistic levels like in later Rare games, basically I’m aiming for the best parts of both of those, peak N64
I'll keep tweaking the animations, I feel like some of them aren't quite right yet. But the hitboxes are set up and synced to the animation track and the attack transitions work, so there shouldn't be any more coding that needs to happen (besides fixing the bash-mash flight).
October 17, 2025 at 4:28 PM
I'll keep tweaking the animations, I feel like some of them aren't quite right yet. But the hitboxes are set up and synced to the animation track and the attack transitions work, so there shouldn't be any more coding that needs to happen (besides fixing the bash-mash flight).
For real though, I plan on redoing the normal (non-ball) model once I've got more Blender experience, but I might keep this one basically as-is, I love him
September 29, 2025 at 11:00 PM
For real though, I plan on redoing the normal (non-ball) model once I've got more Blender experience, but I might keep this one basically as-is, I love him
HE ROLLS. Added a second model instead of just making him curl up. Wasn't sure how the model-swapping would look but with the "scrunch", "aerial unscrunch", and "idle unscrunch" animations, I think it looks pretty good!