#godot #gamedev #gameassets #proceduralanimation #walking
#godot #gamedev #gameassets #proceduralanimation #walking
Each leg and the main body have raycasts.
You can get the avg normal orientation from the ray.get_collision_normal() and use it for detecting sloped and so on
#godot #gamedev #gameassets #proceduralanimation #walking
Each leg and the main body have raycasts.
You can get the avg normal orientation from the ray.get_collision_normal() and use it for detecting sloped and so on
#godot #gamedev #gameassets #proceduralanimation #walking
#godot #gamedev #gameassets #proceduralanimation
#godot #gamedev #gameassets #proceduralanimation
First step, walking procedurally! It can adapt its steps, and with custom gravity, it now sticks to surfaces and walks across any angle, even rocky, uneven ones.
#UE5 #ProceduralAnimation #GameDev
First step, walking procedurally! It can adapt its steps, and with custom gravity, it now sticks to surfaces and walks across any angle, even rocky, uneven ones.
#UE5 #ProceduralAnimation #GameDev
(Dress still needs some work :p )
#gamedev #proceduralAnimation #godot
(Dress still needs some work :p )
#gamedev #proceduralAnimation #godot
#gamedev #demoscene #indiegame #proceduralanimation
#gamedev #demoscene #indiegame #proceduralanimation
#SurvivalHorror #IndieGame #SillyPollyBeast #ProceduralAnimation #MadeWithUnity
#SurvivalHorror #IndieGame #SillyPollyBeast #ProceduralAnimation #MadeWithUnity
Summary, can hold sword now, working on code to interpret joystick input for attack states, motions and player movement.
Aim is currently to fast track the main combat actions.
#proceduralAnimation #gamedev #videogames
Summary, can hold sword now, working on code to interpret joystick input for attack states, motions and player movement.
Aim is currently to fast track the main combat actions.
#proceduralAnimation #gamedev #videogames
#gamedev #indiegame #proceduralanimation #ik
#gamedev #indiegame #proceduralanimation #ik
Stay tuned for more behind the scenes content and wishlist Project Solar on Steam (link in bio)✨
#proceduralanimation #3dmodel #blendercommunity #rigging #charcterdesign #unrealengine #devlog #indiedev #animation #makinggames #coop #puzzleadventure #computeranimation
Stay tuned for more behind the scenes content and wishlist Project Solar on Steam (link in bio)✨
#proceduralanimation #3dmodel #blendercommunity #rigging #charcterdesign #unrealengine #devlog #indiedev #animation #makinggames #coop #puzzleadventure #computeranimation
#proceduralanimation #gamedev #indiegame
#proceduralanimation #gamedev #indiegame
#gamedev #proceduralanimation #animation #graphicscode
#gamedev #proceduralanimation #animation #graphicscode
The mecha itself is a rigid body, so it can be pushed by other physics objects or forces like the turret firing a heavy artillery shell. Included a "guy" for scale 🙋♂️
#godotengine #indiedev #gamedev #proceduralanimation #mecha
The mecha itself is a rigid body, so it can be pushed by other physics objects or forces like the turret firing a heavy artillery shell. Included a "guy" for scale 🙋♂️
#godotengine #indiedev #gamedev #proceduralanimation #mecha
#proceduralAnimation #gamedev #videogames
#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 again, barely any work for a system to implement, this is shaping out to be pretty nice
#proceduralAnimation #gamedev #videogames
Better anchoring and point priority effecting the center.
Next, is the more subtle motion... and twisting... I don't look forward to coding that, but it'll allow me to do so much more once it's in.
#proceduralAnimation #gamedev #videogames
Better anchoring and point priority effecting the center.
Next, is the more subtle motion... and twisting... I don't look forward to coding that, but it'll allow me to do so much more once it's in.
#proceduralAnimation #gamedev #videogames
The hope, is to work out which puppet part has priority, and adapt the pull and pose across the actor.
We'll see how it goes.
#proceduralAnimation #gamedev #videogames
The hope, is to work out which puppet part has priority, and adapt the pull and pose across the actor.
We'll see how it goes.
#proceduralAnimation #gamedev #videogames
I've got the one to one working in the new system, so now I'll be able to start mixing and matching from both!
#proceduralAnimation #gamedev #videogames
I've got the one to one working in the new system, so now I'll be able to start mixing and matching from both!
#proceduralAnimation #gamedev #videogames
#unrealengine5 #controlrig #proceduralanimation #technicalanimation
#unrealengine5 #controlrig #proceduralanimation #technicalanimation
Now Murder bird can jump, jump, jump
#unrealengine5 #controlrig #proceduralanimation
Now Murder bird can jump, jump, jump
#unrealengine5 #controlrig #proceduralanimation
Then the progenitor of the current set up where I started to move to mixed rigidbody ragdolls.
Great state managers on these two, just a bit hard to code new motions for, which is what I'm solving in the new model.
#proceduralAnimation #gamedev #videogames
Then the progenitor of the current set up where I started to move to mixed rigidbody ragdolls.
Great state managers on these two, just a bit hard to code new motions for, which is what I'm solving in the new model.
#proceduralAnimation #gamedev #videogames
I'm fully going down memory lane on my old systems.
Days with dino, great animation and motion with this character...
But was also where I learnt ragdoll systems that look great on robot joints, not so well covered meshes.
#proceduralAnimation #gamedev #videogames
I'm fully going down memory lane on my old systems.
Days with dino, great animation and motion with this character...
But was also where I learnt ragdoll systems that look great on robot joints, not so well covered meshes.
#proceduralAnimation #gamedev #videogames
A look at gen 3, back when I was still doing full rigidbody agents.
Didn't work out in the end, but still love these early tests video, well see if I can't do this with the new one.
#proceduralAnimation #gamedev #videogames
A look at gen 3, back when I was still doing full rigidbody agents.
Didn't work out in the end, but still love these early tests video, well see if I can't do this with the new one.
#proceduralAnimation #gamedev #videogames