I've worked on the player movement script. Initially I had a problem with the player jumping too much and not just once.
I animated the character in a single file with certain frames at a running animation and certain frames an an idle pose. I then assigned, in Unity, the frames with the running and idle animations. I still need to write a script fpr the animations though.
Monday, 25 July 2011
Monday, 18 July 2011
Update for Week 13
For week 13, I tried to rig the robot model. Since rigging isn't my best skill, I thought of ways to do it much more easily. I tried out an auto-rig script called "rigomatic" . It worked okay, but then i thought, do i really need all these IKs and FKs? I then tried to parent the geometry directly to the joints and it worked pretty well. I did a simple running animation similar to the ninja running animations in Naruto.
This image shows the robot with a skeleton.
This is the outcome after using the "rigomatic" script. Yea, it gave me a whole lot of controls.
Tried out a simple running animation.
I also did a simple texture map, I'll improve on that later on.
Right now, getting the animations right is much more important
This image shows the robot with a skeleton.
This is the outcome after using the "rigomatic" script. Yea, it gave me a whole lot of controls.
Tried out a simple running animation.
I also did a simple texture map, I'll improve on that later on.
Right now, getting the animations right is much more important
Monday, 4 July 2011
Update for Week 12
For today, i did some tweaks on the robot model i made. I also UV unwrapped the model for texturing and I did a basic script for the movement of the character, which i still need to tweak.
This is the model i've worked on so far. Modelling isn't really my strong point so.......it's not a highly detailed model, but for our project I think its sufficient enough.
Here's a screen shot of the UV unwrap i did :
I then started to work on a character movement script in Unity. I made a test scene with a long terrain and the camera placed to look at it like a side scroller. I just used a capsule object as a dummy character. Both the character and terrain had rigid bodies placed on them, the character also had gravity enabled.
I did a basic script for the movement. Initially i just parented the camera under the character model, but Mr Ron suggested to have the camera move only when the player reaches the end of the screen, i'll have to find out how to script that.
I used this script for the movement:
void Update ()
{
// this get input for left/right and adds to player speed and time
float horMov = Input.GetAxis("Horizontal") * playerSpeed * Time.deltaTime;
// this get input for up/down and adds to player speed and time
float verMov = Input.GetAxis("Vertical") * playerSpeed * Time.deltaTime;
this.transform.position = new Vector3(transform.position.x + horMov,
transform.position.y + verMov,
transform.position.z);
This is the model i've worked on so far. Modelling isn't really my strong point so.......it's not a highly detailed model, but for our project I think its sufficient enough.
Here's a screen shot of the UV unwrap i did :
I then started to work on a character movement script in Unity. I made a test scene with a long terrain and the camera placed to look at it like a side scroller. I just used a capsule object as a dummy character. Both the character and terrain had rigid bodies placed on them, the character also had gravity enabled.
I did a basic script for the movement. Initially i just parented the camera under the character model, but Mr Ron suggested to have the camera move only when the player reaches the end of the screen, i'll have to find out how to script that.
I used this script for the movement:
void Update ()
{
// this get input for left/right and adds to player speed and time
float horMov = Input.GetAxis("Horizontal") * playerSpeed * Time.deltaTime;
// this get input for up/down and adds to player speed and time
float verMov = Input.GetAxis("Vertical") * playerSpeed * Time.deltaTime;
this.transform.position = new Vector3(transform.position.x + horMov,
transform.position.y + verMov,
transform.position.z);
Update for Week 11
Well for some reason the post i made did not register, so i'll have to redo it again.
Anyways,
For the class on week 11, I managed to do some explosions and tried out the laser shuriken effects in Unity itself, although the particles in Unity is kinda....meh.
As you've noticed, i tried out a few explosions with different energy, mass or falloff attributes. The colors are different. I just used the FPS game we were working on as a "canvas". The explosions are for when the rockets from the rocket launcher collide with something, or when the player dies.
I tried out using textures on the explosions, i made those in photoshop, some also using stock images from CGTEXTURES.com
I was also previously working on the shurikens in houdini.
I tried them out in Unity like Mr Ron said, the outcome was okay....but i still need to tweak it.
Anyways,
For the class on week 11, I managed to do some explosions and tried out the laser shuriken effects in Unity itself, although the particles in Unity is kinda....meh.
As you've noticed, i tried out a few explosions with different energy, mass or falloff attributes. The colors are different. I just used the FPS game we were working on as a "canvas". The explosions are for when the rockets from the rocket launcher collide with something, or when the player dies.
I tried out using textures on the explosions, i made those in photoshop, some also using stock images from CGTEXTURES.com
I was also previously working on the shurikens in houdini.
I tried them out in Unity like Mr Ron said, the outcome was okay....but i still need to tweak it.
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