Thank you Cloud_GL.
I don’t find good procédural texture for hair so I tested to paint it.
Hello Blender Artist,
I upgraded my character at bust and pelvis, it’s not very visible on the model dressed in the suit but the nude model (which I would not suggest capture here) clearly shows the upgrade.
Finally, I try now a small “backpack” which is hooked to the suit.
Hello, little update of my “backpack” which officially became a dorsal reactor, with complete opening animation and visible reactor. I still do visual effects of reactor in operation and increase the speed of the character.
Hello and welcome back blender artists, I made few updates since last weeks.
The first update was a manual aim, this animation is played with a property that uses the Y coordinates (height) of the mouse. (you must have the “gauntlet” accessories to use this possibility)
The second update was an update of fall logic and jump logic with ability to jump from wall to wall, and integration of impacts for firing.
Finally my last update for which I have no video:
I made littles updates since vidéos so they don’t show the current version, like in animation (jump, aim, rotation), vertex paint, accessories, and other thing.
Hello, I made a short summary video of diffferent functions already integrated.
z, s, q, d = move, swim
Shift = run-walk, dragging (while running), up (during fall, hang, swim)
ctrl = crouch-walk, leap (while crouching), fall (during fall, hang, swim)
Space = jump (during move, hanging, falling against wall)
alt = twist (during standing), roll (during squatting)
cursor = turn, look, aim (during gauntelet)
tab = zoom, aim (during gauntlet)
click g = shoot (during aim)
C = thigh activate (move on non-horizontal surface)
G = gauntlet activate (aim, shoot)
R = reactor activate (boost)
Hello blender artists, here is a new video, all your comments are welcome for bring improvements. :yes:
Updates description :
Rotations (cameras and character):
Hang on a ledge:
Magnetic waders:
Gauntlet:
Some improvements for after video :
(action = armature animation)
Good night, new video with improved rebound for artificial gravity, zoom, and especially addition a high-low rotation animation in addition to the left-right rotation animation.
Very cool, I know that this are just testing stuff but Im really happy where the game is goingQ
Congratulations
Thank you leonnn, I tried to improve the character mesh and uvmap right now.
here is a adjustement screenshots for the head mesh (mouth, nose, eyes) :
Hello, here are new screenshots about my last adjustments and tests.
(Display Mode blender multitexture Materials)
an animation of the perspective that depends on speed :
---------- walking -------------------- runing -------------------- crouching ----------
An external camera shifted to the left when traveling :
----------- stop ---------------------- walking ---------------------- runing -----------
---------- crouching ----------
An external camera above the gauntlet when Manual Aiming :
----------- stop ---------------------- walking ---------------------- runing -----------
---------- crouching ----------
an head texture that blends procedural and paint :
Nice graphics. I’m not sure if this is possible in Multitexture mode, but you may want to make the light parts of her suit Emit enabled, so that they glow - it would be a nice effect. Anyway, it looks good.
Hello and thank you SolarLune.
I could make it easily on glsl-mode with illumination filter but I don’t know on multitexture.
Now I have to adjust the placement of the external camera to improve its collision.
But I mostly tried painting folds on the white suit, and I think to mix it with a procedural to add grain, what do you think ? (display mode blender multitexture materials, 3d view)
Hello, here is my last grain test for the white of suit.
Hey sbkodama, amazing job so far.
I saw the video and would like to make some suggestions: Still and Walk animations are great, but when she walks, it looks like she is “skating”, the walk speed (as in Logic Brick) doesn’t match the walk animation speed (as in Animation), therefore it looks like a bit unrealistic for a Walk Cycle. Another thing that could be improved, in my opinion, is to make a animation for her when she is turning around, because when she is turning around, it looks like she is at a spinning platform of some sort that is turning her, and not that she is turning her body. And the camera work is fantastic.
Great job so far man. And I miss the cool effects
Interesting grain idea - I like it. It’s too bad there’s no more GLSL - still, it’s looking really good. Nice job.
Hello and thank you kernel_script and SolarLune.
SolarLune, I thought texture suit was good but the folds rendering is too flat with my real time light.
I disable texture in the video, to improve speed of my computer, but I can make some real-time screenshoot.
kernel_script thank for your suggestions, yes walking was too fast compared to animation, so I slowing walk.
It was probably due to my artificial gravity, it also causes me troubles when high speed collisions with walls.
No leg rotation is too bad you’re right, so I finally included this logic and two animations for each speed, and the frequency of animation activation depends on the position of the stick (or mouse).
Regarding camera I changed a bone in all move animations to suppress the external camera rebound, but now I must make real animations for step aside, more like animation of spin or wheel aside.
Here are some other details of my latest updates present in my last video.
I also improved rotation animations and now they really stick the rotation of the character, but this is not in the video.
Hello, here is a description of my latest updates.
Head-Up Display:
Rotation Animation improved, with a camera that fits perfectly movement.
Logic:
Something I sometimes do with walk animations is to use a property driven animation, then use a speedometer attached to the character. I add a little of the speed to the property each frame and reset to zero if it exceeds the maximum number of frames in the animation. That way you can get a very smooth movement. But it doesn’t mix well with other blended animations, unless you use extra bones.
Hello,
Thank you Smoking_mirror, yes I also think about that. But my biggest problem for blend between animation is I activate it with properties, and property changes Instantly so animation changes instantly, and therefore they don’t have time to blend.
Here’s a video featuring improved animation rotation, an loop test area, and the second object of my game.