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    Basic: Animation Layer & Avatar Mask
    Yves "Jack" Albuquerque
    • 1 de ago. de 2018
    • 1 min

    Basic: Animation Layer & Avatar Mask

    With animation Layer we can override or add an entire animation set over other one. You can mask your layer so it only affect part of the body by using an Avatar Mask. At this example, we've create an additive layer for breathing. Stamina is consumed as the player moves. When stamina is low, player's breath is faster then in rest. A script updates stamina value into Animator using based on "Forward" and "Right" parameter. #Unity #Mecanim #Movement #Animation #Animator
    51 visualizações0 comentário
    Basic: Match Target
    Yves "Jack" Albuquerque
    • 20 de jun. de 2018
    • 2 min

    Basic: Match Target

    I use root motion to move my characters. In that way we avoid the terrible sliding effect that occurs when a character animation don't match a character movement. Sometimes, however, we need to turn it off in order to play animation maintaining our root where it is. There's several cases that this is used. The most usual case scenario is during aerial movements since the trajectory of our character don't change according to his movement (on most cases). However, a third case
    762 visualizações0 comentário
    Basic: Unity Animator Built-In Record/Playback System
    Yves "Jack" Albuquerque
    • 14 de jun. de 2018
    • 1 min

    Basic: Unity Animator Built-In Record/Playback System

    Animator recording system is an obscure feature that you find when playing with the Mecanim System. The idea is to create something like a replay. Record and Playback. Simple, easy and... well, not that easy. How to use: Start Record, Stop Record, Start Playback and... nothing work because you really need to manage the playback timeline your own. For that, I`ve created a small piece of code that you can download here. The idea is: - Play using Time.deltatime as parameter. - P
    234 visualizações0 comentário
    Basic: Unity IK
    Yves "Jack" Albuquerque
    • 6 de jun. de 2018
    • 2 min

    Basic: Unity IK

    IK (Inverse Kinematic) is an animation technique. Using IK, an animator moves the end-effector bone based in a desired position instead of rotate each bone individually as used on FK (Forward Kinematic). All intermediary bones are dynamically adapted in order to achieve this goal. There's nothing new in IK, actually is an old technique primary used in robotics. In 1998, Jurassic Park: Trespasser, brings IK to Real Time. IK involves some processing power, what explains why thi
    442 visualizações0 comentário
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