Yeah - I have turning working somewhat in the animator controller...although, it still feels clumsy and inconsistent. Sometimes the characters play the turn animation and sometimes they just rotate in place. I think this is a symptom to a larger i…
Random question to all of your Final IKers. So...I haven't delved into this too far, but I was thinking about it and wondered if there was a quick solution. Is there a way for IK to automatically force a character in AC to take steps when they are…
Teaser Trailer:
https://vimeo.com/144301098
Arkhangel: The House of the Seven Stars Announce Trailer from Zachary Quarles on Vimeo.
About the Game:
Arkhangel: The House of the Seven Stars is a point & click adventure horror game told throu…
@Snebjorn - For me, I plan on using Skele to create animation clips based off of Mixamo animations to make them more useful for my game-world. Then I'd use those in conjunction with the Final IK Interaction System to lock the animations to the obje…
@Snebjorn - This. Is. AWESOME. I will try and grab this stuff tonight when I get home and start playing. Thanks a bunch for this!
Also, I think I'm just going to set all of my effectors up to use the character's head to smash onto the object and…
Yeah, I still need to go down the rabbit hole with the interaction system. It's unclear to me right now how to bridge that with AC pretty solidly.
I also picked up Skele to use in conjunction with Final IK.
Pretty damn good time to be an indie de…
Hooray!
Yeah - I noticed some sort of "hyper-extending" of my characters' joints like that as well. I backed the overall output of the Grounder settings to 0.5 from 1, that seemed to give me a pretty nice happy medium. There are still mo…
My version would basically be a "use" command on the compass in your inventory. It would stop the player from moving and show the compass up on the screen while you were stopped. You click again and it turns the compass off and you can m…
@ChrisIceBox - I made one based off of the video that I posted above awhile ago. It's a two-part script where you put one on your player that has the surface based footstep sound array and then the other script is attached to whatever object the pl…
@Snebjorn - Okay! Got it in and working with new art. Hooray! Now I just need to figure out how to turn it on/off based on an inventory interaction. I did a quick test where I created a child object to the main camera with the Compass.cs (so it …
@2finger - ahhhhh...I'm not using voice over yet, just text...so I haven't had to cross that bridge at this moment...
I was trying to figure out how to get it on the sound child as well but the script needs access to the animator component on the p…