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  • replied
    Nice animations, and the model looks like Cristiano Ronaldo.

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  • replied
    been offline for so long, I almost forgot about this project.
    However I started working on it again, cleaning up code and optimizing the combo system: now the combo system is random and more dynamic;

    Now I've created a custom class extending Object.uc to hold various attack statistics and informations:
    Click image for larger version

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    These informations will be used to tell the enemy how to eventually dodge the attack, but will also be used to create a more dynamic system: each next attack animation will be played based on the last attack. For example if the last attack was a right punch all the right punch animations will be excluded, and the next attack animation will be chosen among all the compatible animations.
    It is possible to specify a list of specific animations that should not be played after this one, even if they could match the right profile. Forced animation can also be specified, in order to force a certain animation to play after the current one.

    Here a video that shows the progress:

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  • replied
    Very VERY nice! Keep it up! It's coming along very well!

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  • replied
    New Update: worked on improving the combat system. Now the player moves toward the enemy, but there are still many problems:
    ► Sometimes the punch will miss the target because it's too far;
    ► Punch Animations are a bit static;
    ► When the player moves it slides;

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  • replied
    Those moves in that last video look sooo smooth! Love it!
    I also like the blended normal maps, adds a lot to the visuals!

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  • replied
    New Update: Target system

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  • replied
    oooh... a Burn Notice game with adventure game style inventory puzzles... and lots of explosions and bad Oirish accents. Killer chin tessellation.

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  • replied
    New Update: Foot Placement WIP



    Not very smooth up to now..

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  • replied
    Michael Westen?
    a bit

    But of course it wasn't meant to be Micheal Westen

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  • replied
    Originally posted by sneppy View Post
    this is just a test project i'm currently working on...

    Sniiped*

    This is the main character I've created to work on:

    3dsMax Render:
    http://img585.imageshack.us/img585/4...xrender021.png

    UDK Render:


    *Snipped*
    Michael Westen?

    Leave a comment:


  • replied
    New Update: working on the code to detect collision and hit and damage other objects... not very good yet.

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  • replied
    Just a very quick update on ComboSystem: now is possible to easily change animations sequence in editor via the Pawn properties panel

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  • replied
    New Update: now I started working on a melee combo system, but despite the promising first results, I think I'll leave this for now



    Just to keep things organized I derived a new Pawn to make test.
    The system is flexible and consist of a dinamyc Array of AnimSequence played one after the other if the player press the fire button in a certain moment, otherwise the first animation is played

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  • replied
    New Update: Started working on RootMotion



    In the earlier video Root Motion was enabled but it was set to RMM_Translate and the result was that the Pawn velocity didn't match the animation velocity

    Now using RMM_Velocity, the velocity match animation, but now I have some problem with jump animation

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  • replied
    Here's the character imported in UDK:



    I've updated moving animations and now i will update the idle animation adding some variations.
    Then I will create normal maps to enable Animated Normal Maps on this character and I'll try to import some apex clothing physics for the Jacket

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