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Dragon Ball Fighters Z - effects, sw00shes and visual fx

polycounter lvl 5
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3D_director polycounter lvl 5
Hi, I was watching this: https://youtu.be/hdnq53SdXZE?t=11m35s
And I was wondering how do they use the "swoosh" effects on punches? It clearly looks like a sprite who´s parented to the position
of the punch in a higher layer than the characters, this would be something similar:
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So it can be used like this:
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And when animated on the game engine shows:

Some effects are nested and later scaled from 0 to 100 scale for the character so it will be a constant and easy call from code to reproduce the effect. Some of these files show that kind of "trick" to be used at runtime:
page

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Question:
How good / bad is to nest effects on the root of the model?
Is it best practice to call out all effects at runtime? If so, where do you nest them to follow the movement of the player?
Thanks.


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