#made with unity
I’m learning how to do vfx in unity!
Animation by @/ma_drawss on Instagram, modeling/rigging/texturing/lighting and vfx by me
Sci-fi stuff I’ve been working on
The dynamic duo is back - over a year since they first started flailing around, now they’re hooked up to a custom full-body IK solver using some crazy hacking of the FABRIK and Kabsch algorithms. In theory, this let’s them calculate their poses based on any number of desired limb positions, and determine when goals are unreachable or require repositioning.
Much love to Zalo and his genius-level math utility tools without which this would not exist.
Still want to get the whole system physics responsive, but feeling proud of the progress
A~minty green~ hillside, perfect for Wonks.
Had to take a minute to reign in dev goals, but now our wonky friends have a new home.
WONKTOBER Day #7. A little concept art. Since we’re designing the project for mobile, it’s fun playing with more vertical environments.
WONKTOBER Day #6. Early prototypes of the walking system. Wonks come in many shapes.
WONKTOBER Day #5. A one eyed wonk with his ball.
WONKTOBER Day #3. Look at those tippy taps!
Full disclosure, I’m stuck in an airport and this is an old gif. But he’s still a good good boy.
Took my wonky witch model from last October and turned her into a platformer protagonist!
I worked on the Minions AI. Now the skeletons can attack the enemies and follow the Master.
The behavior trees are working great. There are some minor quirks and glitches with the agent avoidance, but as a whole, it is very playable now.
Next is the camera control.
Check the WebGL build at:
Shooting a target behind an obstacle. Using a Raycast to ensure a clear shot.
Yellow rays are a clear shot, blue rays are hitting an obstacle.