Okay so as far as I know this is how the id stuff works, please correct me if I'm wrong and you know otherwise, I'm just taking a guess at this based on that old video Carmack did. I have some questions as I've finished the game now, and I should mention I played the pc version with the 8192x8192 texture pages. 1. Artist…
Regarding triangulated meshes and smoothing group problems with IPackThat. I did some tests with different fbx settings and a mesh with weird smoothing groups to check if there is something wrong with the fbx sdk implementation. So far i could not see any problems with the tool integration. The problem can be a problem…
My demo reel: https://youtu.be/WUo543ztkcg The Logic of Fight Scene Design Having been working on animation and combat system for almost 10 years, I’m credited on several action games as art director and finished the main character animations by myself. I worked directly with multiple departments on combat system, and also…
Keeping an eye on this. Wondering how you placed the ribbs on to the roof shape in modo? First thought you used line extrude, but that makes the mesh feel really off...mesh constraints maybe?
Go the the motion tab, expand the Assign Controller rollout. Click Position, and then the add controller button. Pick path constraint. Add your path to the target box, and animate the '% Along Path' value.
Nice work Bradley! Especially given the time constraints of a game jam. My only feedback is that I would have expected a spaceman to have more of a low gravity style walk cycle.
A few different ways to handle this. You can use the Constraints in the Edit Geometry rollout in the Editable Poly modifier. Or you can create a local working pivot. Or you can create an Autogrid.
I create a child/parent relationship with the weapon to the dominate hand. Then, link constraint the supporting hand to the dominate hand. Allowing for the dominate hand to key the animation in FK or IK at any given time