Jack
New vMember
Posts: 17
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Post by Jack on Sept 17, 2018 13:21:35 GMT
Hi guys, Need some your input here. I want to create something like in the posted video: when then the Player is super close to a wall, his had (the free one) will touch the wall (or just a simulation). how I can do this ? using IK? you have an idea for a solution? (these fine details will bring the game with one level up) thanks www.youtube.com/upload
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Post by shadex on Sept 19, 2018 16:29:22 GMT
Hi guys, Need some your input here. I want to create something like in the posted video: when then the Player is super close to a wall, his had (the free one) will touch the wall (or just a simulation). how I can do this ? using IK? you have an idea for a solution? (these fine details will bring the game with one level up) thanks Thats a fairly complicated effect. I would say you would want to write a state machine behavior so that it can triggers off of random idle animations. In the script i would most likely use a collider to tell the closest wall, and have that set as the IK target.
Personally, there are much easier effects to bring a game to life. Like a random idle that kick's the dirt or throws a stone that bounces off a wall, is basicly just a timed particle effect spawn (there are standalone scripts for that in the spell system thread's page 1,2).
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Post by Legion on Sept 19, 2018 17:38:51 GMT
Final IK has a option for that, it's in the demo scenes.
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Jack
New vMember
Posts: 17
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Post by Jack on Sept 19, 2018 22:45:49 GMT
Hi guys, Need some your input here. I want to create something like in the posted video: when then the Player is super close to a wall, his had (the free one) will touch the wall (or just a simulation). how I can do this ? using IK? you have an idea for a solution? (these fine details will bring the game with one level up) thanks Thats a fairly complicated effect. I would say you would want to write a state machine behavior so that it can triggers off of random idle animations. In the script i would most likely use a collider to tell the closest wall, and have that set as the IK target.
Personally, there are much easier effects to bring a game to life. Like a random idle that kick's the dirt or throws a stone that bounces off a wall, is basicly just a timed particle effect spawn (there are standalone scripts for that in the spell system thread's page 1,2).
yes, true, there are many things to enhanced a game but the used will be tired to see all the time the same animations for character, he want him to interact as much as possible with the environment
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Jack
New vMember
Posts: 17
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Post by Jack on Sept 19, 2018 22:46:06 GMT
Thats a fairly complicated effect. I would say you would want to write a state machine behavior so that it can triggers off of random idle animations. In the script i would most likely use a collider to tell the closest wall, and have that set as the IK target.
Personally, there are much easier effects to bring a game to life. Like a random idle that kick's the dirt or throws a stone that bounces off a wall, is basicly just a timed particle effect spawn (there are standalone scripts for that in the spell system thread's page 1,2).
yes, true, there are many things to enhanced a game but the used will be tired to see all the time the same animations for character, he want him to interact as much as possible with the environment hmm, I will check it
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Post by Devistute on Sept 26, 2018 7:44:24 GMT
Well, it works. Sort of. Need to create them Hand Poses, was too lazy and that is why the IK looks retarted. I had no idea Final IK had something like this, due the lack of exploring the demo scenes. Now i do and this ones going in to the game
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Jack
New vMember
Posts: 17
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Post by Jack on Oct 11, 2018 19:16:49 GMT
Well, it works. Sort of. Need to create them Hand Poses, was too lazy and that is why the IK looks retarted. I had no idea Final IK had something like this, due the lack of exploring the demo scenes. Now i do and this ones going in to the game
wow. nice one.with some tweaks will work.!!
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