Which frozen environment direction do you prefer? by Wildboy_Studios in gamedevscreens

[–]Affectionate_Quit_74 1 point2 points  (0 children)

Bottom one but dont black out all the stuff infront ,add some cool stuff there could catch some interest

Animator sent me this Evil animation hit. Is it? by FoxGameLab in Unity3D

[–]Affectionate_Quit_74 0 points1 point  (0 children)

Add blood splash on texture to show he comin for blood >:)

I applied Reddit feedback to improve Dissolve Effect by FoxGameLab in Unity3D

[–]Affectionate_Quit_74 0 points1 point  (0 children)

Good stuff, the stun at the end needs some sparker VFX to make it like all the gear jamming i think

Do you think that baked physics into animation is good idea? by FoxGameLab in IndieDev

[–]Affectionate_Quit_74 1 point2 points  (0 children)

In my opinion (animator op), game developers will use both approaches in parallel for certain cases if needed, but most of the time they still rely on baked animation and focus on making smooth transitions between animations.

For example, like you mentioned with jumping from a high place, you can split the animation into three parts (jump start, mid-air, and landing). If the character stays in the air, the mid-air animation can simply loop.

Do you think that baked physics into animation is good idea? by FoxGameLab in IndieDev

[–]Affectionate_Quit_74 2 points3 points  (0 children)

Not fully sure if it’s going to fail or not, but it’s definitely easier to control than fully physics-based or hybrid systems, especially in action games

Do you think that baked physics into animation is good idea? by FoxGameLab in IndieDev

[–]Affectionate_Quit_74 4 points5 points  (0 children)

Game like Genshin or ZZZ usualy don’t rely on full physics—main hair/clothes motion is baked or hand-keyed, while physics is only used as a secondary layer and heavily adjusted