Dev of Hadostruct, a submarine sim and exploration game.
I'll have to include it in the game as an emote or something
I'll have to include it in the game as an emote or something
Yeah, I had to try a few different methods before I settled on this one. Right now it's first aiming the Upper Chest toward the view direction, and then re-aligning the hands back to their original animated positions when they're not being used.
Yeah, I had to try a few different methods before I settled on this one. Right now it's first aiming the Upper Chest toward the view direction, and then re-aligning the hands back to their original animated positions when they're not being used.
When pointing (or using weapons/tools) though, I need the body to match the head direction. It's nice to have all of that working and not be jarring.
When pointing (or using weapons/tools) though, I need the body to match the head direction. It's nice to have all of that working and not be jarring.
I really need to animate a replacement in between character controller work.
I really need to animate a replacement in between character controller work.
Which worked, but it was a bit pixelated and couldn't go any lower than 1/2 resolution without looking really bad.
The new system looks better even at 1/4 or lower, and runs faster.
Which worked, but it was a bit pixelated and couldn't go any lower than 1/2 resolution without looking really bad.
The new system looks better even at 1/4 or lower, and runs faster.
There's a ton of good tricks in there for getting good looking volumetrics with a low sample rate. Finding this talk a few weeks back was a goldmine for me.
There's a ton of good tricks in there for getting good looking volumetrics with a low sample rate. Finding this talk a few weeks back was a goldmine for me.
If you have a smooth-shaded non-segmented mesh, you can copy the normal data over from that to a segmented mesh using a Data Transfer modifier in Blender.
Messing with normals can achieve a lot of fun effects!
If you have a smooth-shaded non-segmented mesh, you can copy the normal data over from that to a segmented mesh using a Data Transfer modifier in Blender.
Messing with normals can achieve a lot of fun effects!
And yeah, I've really only worked on 3rd person animations before. It's fun learning about all the considerations that go into designing first person ones.
And yeah, I've really only worked on 3rd person animations before. It's fun learning about all the considerations that go into designing first person ones.
That's enough of a thread on the lighting for now. It's very fun to look back on how it's shaped up!
That's enough of a thread on the lighting for now. It's very fun to look back on how it's shaped up!
So it also supports water volumes that can be filled and emptied. That way individual rooms can flood and the lighting will work fine between them!
So it also supports water volumes that can be filled and emptied. That way individual rooms can flood and the lighting will work fine between them!
I have a 'water plane' for rendering the foam on the top of the water, but all the lighting effects are part of the base shader.
I have a 'water plane' for rendering the foam on the top of the water, but all the lighting effects are part of the base shader.
I love the vibes of your game too! PSX style is real fun.
I love the vibes of your game too! PSX style is real fun.