Ambiera ForumDiscussions, Help and Support. |
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Hey guys hope y'all are doing great! I saw @okeoke's video on his original idea and decided to stea-ehem "take inspiration" from it. https://youtu.be/sRclgVRMPVI Jokes aside I really did want to see how a mech game could look like in CC so I thought to try my hands on it. Thanks to @okeoke for the inspiration! So far we have: - A character controller mostly using an updated, yet-to-be-released version of my Thirdperson Controller - Procedural animations for the mech - A basic IK like leg positioning system - Physics based projectile interactions - Dynamic camera angles (The walking animation is a bit goofy at the moment, I do plan on fixing it :)) Let me know what you guys think! |
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Wow, i don't know what to say about this This is the best thing i've seen all day,in fact all week, it is AMAZING!!!! Thanks for your awesome contributions, i will be expecting you |
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Looks good smnmhmdy. I can imagine using a high quality mesh and textures with higher quality boost particles as it jumps and good sound effects would look very good actually. Try make some really nice expolsions when you shoot - that would be very cool using physics also ...:) |
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Yyyooooooooo insane as usual!!! Didn't know real IK is even possible in coppercube! |
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Amazing...just like all the others project of yours Saman... How hard it will be to store other animation data? For example lets say we have another mech clone that has different scale, will it be possible to utilize the same animation data, or we need to update it relative to the scale of new model? i mean, if a model has longer legs, and another one with shorter legs, will the IK and animations will work the same for them from the same animation data, if we don't want to change the animation but just the scale of few parts? |
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@XXXandra20 @Des thanks a lot! @Robbo Exactly I think sound effects are the most important thing missing right now, I'll try to add them alongside a proper mech model, thanks for the feedback! @just_in_case Thanks a lot mate! That's actually what I was working on! Since the animations are handled procedurally and the IK is built on top of that you can pretty much use a model with any scale/shape you want for the legs, you just have to define a few parameters about the leg's proportions, and it should be good to go! Currently this is set up in a way that each leg has it's own position controller which takes care of the movement + IK so you can basically put a bunch of different legs with different shapes on a single character. |
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Really nice smnmhmdy! Sam |
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