Home Artists Posts Import Register

Content

I was a bit busy the past couple days but nevertheless made some progress. This weekend I will be starting implementing HTC Vive Controls.

Tiptoe logic was the last part of the donut module that needed to be implemented. So this completes the logic module. I had to do quiet a few things to make sure everything looks good. For starters, her body rotation logic needed to be disabled and enabled depending on when both feet are planted on the floor. This is because the tip toe animation has moments where she raises both feet off the floor and it wouldn't make sense for her to rotate in mid air. It's just a commonly overlooked detail in games. Video 1 shows this feature. Eventually I will add feet IK to automatically position her feet but this is not an easy task and so I placed it in low priority for much later.

Then I needed to clamp her arm IK targets to sensible places around her because if I moved the donut at extreme points, her arms would follow too closely and clip all over her head. Image highlights this problem:

So what I did to fix this was clamp the arm IK targets to the front plane of her face and the middle of the body. So her arms cannot reach to the opposite side like the image above. Video 2 shows me stress testing the target clamps.

The last detail I wanted to implement was making sure that once she picks up the donut, she does not transition to idling until both her feet are on the floor. It's similar to the first discussed problem. Video 3 shows this. As you can see, it's not a smooth transition yet but she does properly stop her tip toe logic ONLY when both feet are on the floor. I'm gonna make a small tip toe end animation to smoothly blend out from halfway inside the tip toe animation.

Files

Comments

No comments found for this post.