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Im not a fan of manual labour, I never have been. I remember fondly being around 7 or 8 and "helping" my grandfather on a building site and by the end of the day telling him that I didnt ever want to be a builder and that "manual labour sucks" and it wasnt for me. This is why I code. 

Taps has a lot of animations to create for each event. A piece of armour for example has 24 individual animation types, each of which has 20 to 30 frames that Vadim hand crafts and James would previously import them. In Unity, this involves creating an AnimationClip by selecting all the files you want to make into an animation, dragging them into the scene and Unity wraps it up in a .anim file and bobs your uncle, you have a lovely animated section. With a good bit of dirty metal on in the background, each one takes around 2 to 5 minutes to do.

Then you have to wire them together in an AnimationController object and set up the triggers so that the attacks chain together then gracefully return to the idle position. Its a bit fiddly and with proper testing, its probably another 15 minutes or so per full set (so One Handed, Two Handed and Staff on a body all have one each).

Or, like me you could say "Manual labour sucks" and write an Editor extension to do the hard work for you...

This took me about 3 hours this evening; to date we have upwards of 12 events, plus the original collection of base items from the initial launch of item drops, I dread to think how much time has been wasted doing this manually!

Hey ho... hopefully I'll finish this off tomorrow evening and looking to launch the TT event tomorrow too. If not, I'll definitely get it live by the weekend.

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