I've been considering the idea of episodes as well - and it's supported directly by AC, as described in section 9.7 in the manual.
In fact ... talking about it now, I think I might actually go with the episode thing myself after all ... :-?
It's simply that the FullBodyBipedEffector enum in Final IK doesn't define the head - but depending on what you're trying to do, there may still be solutions to the problem.
Could you describe an example of what you would want to do with it?
Global Variables are your friends for this kind of thing - but will obviously also require setting up some logic to deal with them in Action Lists.
There's a bit about it in section 7 of the manual - unfortunately it's not really talked about that m…
No real tips to offer, but at least some thoughts on the matter:
An interactive story without too many puzzles would require a quite substantial amount of content to last 2 hours - possibly one of the reasons those infamous puzzles were used so much…
Yeah yeah ... I actually wrote most of it, then got distracted.
The funny thing is, I thought of bringing it into my current game project just the other day, but in a slightly changed form. It's a fantasy spoof setting where most people have MHDs (M…
Well, walking on stairs and slopes is handled out of the box by Final IK via the Grounder system, no AC integration needed.
It's really just a matter of setting up the animation controllers for the best effect with Final IK - and choosing your camer…
No, not abandoned as such - it's just that I've been busy working on other stuff! :bz
Will return to it soon, once I have fresh character models in my game, which I expect to happen early next week.
Exactly - you need voice audio for Salsa to work - and you're doing a 3D project, as far as I understand?
I'm currently working on some new character models and plan to make a short demo video to send to my character concept artist to see if he's ha…
The plot thickens: for this to happen, the "When Use and Examine interactions are both available" setting must be "Display Both Side By Side" - but this is hidden when using hardware cursors.
- fresh Unity project- import AC 1.50i- load 3D demo managers- load basement scene- change cursor to "Talk to" for the "Use" interaction on "Canvas" hotspot- add an "Examine" interaction to "Canvas" …
If you need help, I'll see what I can do to answer things here - but I really don't have much time available what with putting in 40 hours of game development per week on top a full-time day job - but I really don't think you're going to have any pr…
Ah - you didn't actually pm me, you wrote on my profile page here - I'll just quote my reply here to keep the level of confusion to a manageable level:
Definitely still recommend it - it saves an absurd amount of time. Using it with fuse characters …
Not to scare any of Chris' customers away, but there are probably other toolkits available that will be a better fit for what you describe.
AC is very much focused on the adventure game genre, which is also why it's such a pleasure to use for that t…
And yes, this is a fine example of the "Sargasso Sea" you quickly end up with in node-based visual logic - even if you keep the layout as tidy as in your picture!
Well, much as I love AC, it does tend to become a bit messy when dealing with large amounts of dialogue and the accompanying logic.
I believe some sort of external tool is the best approach for bigger projects - this blog entry more or less describe…