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Spyparty node
Spyparty node












The animations are batch processed, and he found the evil shortcut and fixed it. Similarly, some of the animations were started from the walk cycles for each character, and walk cycles have the character’s global move node translating while you’re working on the walk to get the feet to stick. Then, you mute that channel to export the animation in one place. Well, sometimes the character would be offset from the origin when the animation was done, and so the exporter decided that the character needed to be a couple meters in front of where it should be. You can see the results in the second half of the video from yesterday.

spyparty node

What’s that you say? You want to be a game developer and make 3D video games? The Testing “Plan” Yet another script fixed these 45 animations.

spyparty node

The lighting is all wrong, and there are plenty of bugs, but it’s a start.














Spyparty node