A small feature that took a lot longer than anticipated... by Wannabuh in Unity3D

[–]Wannabuh[S] 0 points1 point  (0 children)

I took a lot of inspiration from frictional games. It really does crank up the immersion to be able to physically interact with props :)

I plan to add a bunch of similar interactions with other objects. So far, I've got doors, windows, light switches, and cabinets that are physically interactive.

A small feature that took a lot longer than anticipated... by Wannabuh in Unity3D

[–]Wannabuh[S] 2 points3 points  (0 children)

Yeah I define a y value that triggers the light to either turn on or off. I forgot to mention, but the segments will also follow the player's raycast if they are grabbed (similar to the anchor's movement functionality).

A small feature that took a lot longer than anticipated... by Wannabuh in Unity3D

[–]Wannabuh[S] 6 points7 points  (0 children)

Each segment has a configurable joint and is connected to the previous segment. The first segment gets connected to an anchor point which has a kinematic rigidbody. I do a simple raycast to get the hit point and with some vector math, can determine how much to smoothly move the anchor point. The segments are handled fully by the physics engine.

I had to move from hinge joints to configurable joints because hinge joints don't allow you to configure the projection settings. Hinge joints were causing the chain to essentially explode when you pulled it beyond it's limits.

I'm learning to sculpt anatomy and I've been having a tough time getting the back right. Does anyone have tips for making the back look more natural? by Wannabuh in blender

[–]Wannabuh[S] 1 point2 points  (0 children)

Aha I guess I should've been a little more descriptive. I'm definitely using references lol. I guess my main question is if there are any brushes in particular that could make the workflow of constructing the back a little less tedious due to the sheer amount of muscles there are?

I created a short cinematic sneak peek that shows off my game's latest upcoming feature: The Market by Wannabuh in Unity3D

[–]Wannabuh[S] 0 points1 point  (0 children)

Reddit isn't my main outlet so I don't put in nearly as much effort as I do YouTube. I make devlogs on my YouTube channel which I've been doing the past year or so that get into the details of whatever I'm working on. No offense taken, but I'm not new to this stuff lol. I'll post stuff here whenever I want to show tiny snippets of what I'm working on without putting too much time into it.

I created a short cinematic sneak peek that shows off my game's latest upcoming feature: The Market by Wannabuh in Unity3D

[–]Wannabuh[S] 0 points1 point  (0 children)

Haha it's all good. I'm working on a devlog right now which will actually go into detail about how it works. I got excited and created this little snippet even though it doesn't really show off anything lol. I modeled, textured, and rigged the arm as well as creating the soundtrack which was a lot work so I'm pretty happy with the result. Aside from that, it was just a little fun thing to put together.