#unity3d

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Roughed out a system for foot placement using any old walk cycle animation

Created this monstrosity for those who want to follow the Procedural Animation Tutorial without the hassle of creating their own skeleton, download link in the free patreon post!

https://www.patreon.com/posts/29351985

#unity3d    #animation    #tutorial    
It took a little longer than expected, but the tutorial on the Bonehead procedural animation system

It took a little longer than expected, but the tutorial on the Bonehead procedural animation system is done!

https://www.weaverdev.io/blog/bonehead-procedural-animation


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Bonehead is lonely please play with him right in your browserasap!!!

https://weaverdev.itch.io/gecctecc

#interactive    #animation    #unity3d    
Hell yeah, it’s working! I even made these fancy HQ/LQ mirror buttons. This World has a separate col

Hell yeah, it’s working! I even made these fancy HQ/LQ mirror buttons. This World has a separate collision mesh without steps for the staircases - I freaking hate bumpy surfaces.


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I’m working on some new VR prototypes!

Inspired by Fallout’s ‘Junket’ here is the Junket Crossbow!


#gamedev    #pc gaming    #madewithunity    #unity3d    

Our next unit covers simulating a client brief, where us Designers need to make a game according to a brief in about 4 weeks. 

So! I’m partnering up with

@danielstuddert

for a VR Archery focused game! After Beat Ninja, I’m definitely up for some more VR, this time hoping to focus on more of an experience rather than an arcade game.

  • The Prototype is being made for PC, this is so we can get lot’s of the mistakes out early before the project starts.
  • VR is cool, but it’s hard to look at a game with a clear lens whilst inside VR, because most things are “cooler” in VR, so testing loops on PC will ensure we have an enjoyable experience before going in.

So our first unit this year is focused mainly on in-game economies and “return” loops, keeping players in the game, and making them want to come back!

We were tasked with pitching an idea, throwing together a quick GDD, and then if we felt up to- making a basic prototype. I had an idea, and started on a prototype for something that I thought would have been very achievable. I was wrong.

I spent way longer than I thought I would writing, testing, raging, and re-writing code. I took a break, and came back to it, and from scratch I tried putting together the lowest forms of what I’d need in my prototype; this is where it is now.


I’ve learnt so much about script communication, OOP, Unity, and even Visual Studio! It’s been a blast so far, and I’m really proud of the functionality that’s working (smoothly!) and will be using this as a basis for my intended Economy prototype.

More soon!

Just been messing around with different anim styles, dunno what kind of personality the character is supposed to have, but I think I’ll find it eventually!

More Soon

image
image

How I feel developing games in Unity.



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How I feel developing games in HTML5.

The Italian Owl - Club | A new VRChat world!

It’s been a long time since I’ve posted something, but in background I’m still working on 3d things, and this is my latest project, The Italian Owl. This is dedicated to my italian community, Virtual Italy, and in the past 6 months I’ve worked on it to make it as good as possible. This is still unfinished, but I’ll slowly update it to add more areas, functions and games. Hope you like it!

[Omori] Deeper Well HD for VRChat is out!


Yesterday after 1 month of work I’ve finally published my new world, Deeper Well HD. The world is Quest compatible and I used Udon! Hope you like it!

https://vrchat.com/home/launch?worldId=wrld_54e4eb6c-711d-4711-ae3d-cf9179bcbf7b&instanceId=95673

 Working on an animated trailer of our next comic book, The Shadow Festival. We use Unity for the co

Working on an animated trailer of our next comic book, The Shadow Festival. We use Unity for the complex camera movements in 3D. It’s fun to see our panels brought to life in a more cinematic way!

The different layers displayed in 3D space create a cool sense of depth. We’d love to print them on some thick paper and build little dioramas for real…

More info about the book and preorder:http://issekinicho.fr/editions/


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pls don’t look at me ~

#3d art    #procedural animation    #unity3d    #simulation    #spooky    #programming    #digital art    #physics    #ragdoll    

BEEG LEG

little leg.

#walk cycle    #procedural animation    #physics    #ragdoll    #simulation    #digital art    #programming    #unity3d    #gamedev    #indie games    

A wonky elephant on a wonky rampage!  

Being able to knock around objects in the scene is one of the top benefits of a physics-based-animation system like this.  Obstacles also naturally impede motion, so creatures getting stuck or stumbling as they push stuff around is a big bonus.

#elephant    #procedural animation    #inverse kinematics    #unity3d    #3d animation    #programming    #gamedev    #indie game    #physics    #simulation    

The wonks have motion!  Running laps to keep that beach bod.

The system uses all physics and inverse kinematics to move the little bird feet, resulting in some wiggly but endearing movement.

Look at him go!  Combined my custom IK system with a physics controller, and now my bird son is more fabulous than ever.  

This uses PID controllers to apply torques to all his body parts, which can add a lot of wobbly personality.  Sometimes too much.  But now the model will try to maintain the posture set by their IK system, while being fully, physically responsive.  

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.

Took my wonky witch model from last October and turned her into a platformer protagonist!

hallowedtale: Passing the torch.I’ve uploaded the demo of A Hallowed Tale I created for my thesis de

hallowedtale:

Passing the torch.

I’ve uploaded the demo of A Hallowed Tale I created for my thesis deliverable to my website! 

You can now play it by going to merelyafluke.com , and going to the Gamestab. It’s the same thing I showed off at the student show a month or so back.

You can then download the game or play it right in your browser. You can use a controller or keyboard input.

I’m excited to share it. It’s super short and simple but I put a lot of care into it and I hope all the polishing shows.


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