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I have a few spells that I want to spawn actual objects, and it occurred to me that being able to hold things was something I need to get working again.   

To that end, I worked to get that implemented again.  The plan is to have heavier objects slow movement, but lighter objects still allow you to run.  

I would like to replace the animations, as the current animation really doesn't sell it, but for now its working.

If anyone wants details of how this is done, its not super complicated, and I'd be more then happy to explain it.

Zbrush, the sculpting software that I use has released a new version.  I spent a little time this week playing with that as well.  The big changes are better remeshing, as well as folders for the different parts of you sculpts.  

But it also has some new filters for showing off renders of your models.  I thought that was kinda neat as well




Plan to take a little time next week to work on some more animations, so expect those soon!

Files

Pickup Objects

Picking up, dropping, and throwing objects. I use a physics handle that is orienting itself to the end of a spring arm to make the objects float and move around the player. The spring arm itself is also moving up and down to make the held object look like its floating. I'm happy with the effect, but I want to redo the animations cause I feel like they really aren't selling it.

Comments

EventSpawn

That first filter looks pretty cool. The pixelated one is funny as well. But seems like a weird pipeline to produce pixelated result. First make a super detailed ZBrush model ... then pixel the shit out of it :D

Anonymous

Hi, can I ask you? In percentage, how much is a project ready? If it `s not a secret :)

Albatros

Hello It is very interesting to me, will there be a “continuation” after the heroine falls into a trap? Can the already bewitched monsters start their dark affairs immediately ?? Or can it cause a stun with "consequences" ??