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The past few days I did lots of bugfixing and back end code digestion. There are many changes and some new logic to show off.

To finalize the root animation from the last devpost, you can now manually toggle on/off an animation's root animation. This is useful for when you don't want an animation to move the character. Additionally you can now specify the "body set" of an animation. I will explain what this means below.

If you want your character to sit down and then crawl, you have to know which animations to play to go through each body phase and reach the destination crawl animation. This is laborious and so I came up with a  way to easily transition through various animations automatically, body sets. Whenever you have an animation, you assign what kind of body pose it belongs to. For example, standing up and idling belongs to the "stand" pose. Walking forward also belongs to the "stand" pose. This way you can build a graph of nodes and have a pathfinding algorithm automatically find its way to reach a destination animation:

In other news you can now specify blend shapes for your character. Enabling the blink blendshape will allow the character to blink.

In action:

I'll probably work on pupils next since I need to get it out of the way anyways. Head logic is also ported over and works as well as v0.8.

I am on the path of a pre-release beta. I'll keep working at this steady rate. Also I am formulating plans for the next YouTube video.

Stay tuned!


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