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  • frankiezafe 16:16 on 2016-08-15 Permalink | Reply
    Tags: , animation, ,   

    Game logic on its way: tube is closing correctly, only when top and bottom are aligned. No time to make a video today, so i post a serie of 3 pictures showing the connection animation, programmatically validated.

    screenshot08152016_170838606

    screenshot08152016_170847021

    screenshot08152016_170849021

    For those who like schema, here is , in a very abstract form, the relations between objects.

    class-hierarchy02.pdf

     
  • frankiezafe 18:08 on 2016-08-10 Permalink | Reply
    Tags: animation, ,   

    Time to dig into the hardware skinning, and shadow casting…

    Sides of the elevated cube are not black, texture wise, but the engine didn’t received any information about the need for an update. Therefore, using a shader for the shadow is mandatory.

    screenshot08102016_190647543

     
  • frankiezafe 16:58 on 2016-08-07 Permalink | Reply
    Tags: animation, , , ,   

    Too much complexity.

    On the way home yesterday, i sketched the required modification to make to the joint generation algorithm to generate normales. And, sadly, i came to a point where the hours of works and analysis involved were too high, taking into account that this technique requires a shader to animate the model (another tricky point). The whole idea of generating everything programmatically is sexy, really, but i’ll drop it for now.

    Today, i opened blender 1h30 ago, and here is the result: object is UVed and boned, ready to be animated and will react correctly to lighting.

    joint-in-blender-cropped

    About generative objects, an old idea is running my brain for a while: it will come back soon!

     
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