venumspyder
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« Reply #20 on: March 29, 2016, 09:13:12 PM » |
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Here are some run animation key frames done by a very talented animator.
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venumspyder
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« Reply #21 on: April 03, 2016, 10:02:28 PM » |
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This video shows how to setup run animations so that they will blend seamlessly in a game engine.
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venumspyder
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« Reply #22 on: April 05, 2016, 12:32:40 AM » |
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Color schemes this time are generated by the very talented modeling\texturing team!
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venumspyder
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« Reply #23 on: April 11, 2016, 02:43:57 PM » |
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Blob shadows as well as curved world shader with some simple level geometry. Also I am fighting the dreaded let's play with the in game camera angle. But I think I have mostly locked that down.
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venumspyder
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« Reply #24 on: April 15, 2016, 08:19:06 AM » |
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Here is an interesting animation glitch I found in my engine. It's an interesting effect at least.
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venumspyder
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« Reply #25 on: April 24, 2016, 12:36:44 AM » |
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Today I show the basic frame work for my player character controller. Initially this was coded in a scripting language called angel-script. But I have since moved it all into C++. I use an Entity Component System (ECS) to manage the character controller component for the player entity. Despite it being C++, game designers have full control over all the parameters as you can define all the components that make up the player entity via scripting.
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Onky
Level 0
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« Reply #26 on: April 24, 2016, 01:15:02 AM » |
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Really glad to see you're still showing almost every step of the way! Although I don't do 3D nor programming, it's very educational and interesting Keep it going!
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venumspyder
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« Reply #27 on: April 24, 2016, 07:54:05 PM » |
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Thanks! I will definitely continue posting as I get more character animations in.
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venumspyder
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« Reply #28 on: May 02, 2016, 09:03:32 AM » |
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Train station basic color concept.
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venumspyder
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« Reply #29 on: May 02, 2016, 02:54:30 PM » |
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Here I show an animating roll. I first show the Maya source file and then the in game animation running in the engine.
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venumspyder
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« Reply #30 on: May 07, 2016, 11:03:43 PM » |
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Here is the character controller with basic player input support and roll animation integration.
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venumspyder
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« Reply #31 on: May 12, 2016, 10:43:29 PM » |
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Here are some in place jump animations. Later I will integrate them into the character controller.
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venumspyder
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« Reply #32 on: May 16, 2016, 11:19:26 PM » |
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Additional jump animations that did not get shown in the last video. Next on the chopping block is implementation of input jump response in the player controller.
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venumspyder
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« Reply #33 on: May 22, 2016, 11:31:50 PM » |
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Here I have integrated the jump animations into the character controller. I have also implemented gravity, but in a way that gives the character supernatural jumping ability.
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venumspyder
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« Reply #34 on: May 25, 2016, 09:10:27 AM » |
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City scape level chunk preliminary concept.
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venumspyder
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« Reply #35 on: June 09, 2016, 12:29:56 AM » |
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Here the character is shown strafing through the air.
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venumspyder
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« Reply #36 on: June 22, 2016, 12:39:55 AM » |
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Here I have the character strafing through the ground. I also show the source animations that I used to achieve this.
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venumspyder
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« Reply #37 on: July 06, 2016, 02:14:58 AM » |
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Final portion of the basic character controller is implemented.
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venumspyder
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« Reply #38 on: September 25, 2016, 11:47:21 PM » |
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Simple collision triggers
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venumspyder
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« Reply #39 on: October 03, 2016, 10:14:11 AM » |
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Swamp level chunk. This is a rough first pass at the 3D model.
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