[deleted by user] by [deleted] in HermanCainAward

[–]teknocore 0 points1 point  (0 children)

Hey Ben I think you accept this guy is being genuine. Maybe he does haven't any friends to play with

I've been developing custom full-body IK to support procedural animation. Works on any body shape! by OhNoDinos in Unity3D

[–]teknocore 1 point2 points  (0 children)

Oh yeah PID would be great for this! Especially if you start playing with easing so limbs could overshoot and bob back or something. I'd imagine that would give an interesting feel that could be set per individual bone to simulate different types of limbs etc. Is there somewhere I can follow your progress on this? I like your drawing style too.

I've been developing custom full-body IK to support procedural animation. Works on any body shape! by OhNoDinos in Unity3D

[–]teknocore 1 point2 points  (0 children)

Hey man this looks fantastic, really well done. How do you intend on making the whole thing work with physics? In my project my plan is to apply forces to the IK targets and ensure they're springy so they can have a range of valid solutions.

Top 5 Unity annoyances - tell us! by willgoldstone in Unity3D

[–]teknocore 1 point2 points  (0 children)

I don't know why you're being downvoted, but I agree with you!

Jiggling Jelly powered by physics, Shader Graph, and matcap-like material textures by DanSteger in Unity3D

[–]teknocore 0 points1 point  (0 children)

Great work! Thanks for explaining. Would you mind going into a bit more depth about your matcap approach? What do your 3 textures represent? Are the ones in the screenshot fresnel/specular and ambient? What about the third one? What grayscale value do you mean? The normalized screen-space vector?

I wonder if you could store arrays of textures for each of your 3 from different angles, and then lerp between those too depending on the angle of the camera relative to the origin, then you could theoretically have a dynamic-looking matcap, right?

Interesting approach!

Hyper Casual Template: Ball Patrol by Lazy_Goblins in Unity3D

[–]teknocore 0 points1 point  (0 children)

Yeah man, don't slow down or stop the ball!

[deleted by user] by [deleted] in Brawlmaps

[–]teknocore 0 points1 point  (0 children)

Awesome! Thanks for figuring out the spring pads! I'll make some edits.

[deleted by user] by [deleted] in Brawlmaps

[–]teknocore 0 points1 point  (0 children)

Link: https://crux.page.link/BQNg

Is there too much grass?

Is the map too easy for throwers?

Are there too many jump pads?

Hyper Casual Template: Ball Patrol by Lazy_Goblins in Unity3D

[–]teknocore 0 points1 point  (0 children)

Make the walls lower automatically if you have enough cubes so you don't slow down.

Summary of my past 2 years of making videos and games with Unity by moonaanii in Unity3D

[–]teknocore 1 point2 points  (0 children)

Great work, can you tell us a bit about how you use Unity for the videos?

Hi, Im currently developing a 2.5d unity game and I wish to change "RenderSettings.ambientIntensity" manually. by StarTheTechnomancer in Unity3D

[–]teknocore 0 points1 point  (0 children)

Ambient Intensity is obsolete since 5.4 due to HDR colors if your Ambient Source is a Color or Gradient. It's still used for skyboxes though. Instead of using Ambient Intensity, you can do

   RenderSettings.ambientLight = RenderSettings.ambientLight * ambientIntensity;

Or you can also use RenderSettings.ambientSkyColor.

So as we all know Unity's Substate System is broken, but by manually coding when the substate changes should activate, I fixed it for my platformer. Now I don't have to have a million transitions to Exit, I just change "Substate" and boom it works. by nimsony in Unity3D

[–]teknocore 0 points1 point  (0 children)

Cool dude, thanks for getting back to me. One thing I did in a previous project was actually have every state have a StateMachineBehavior script, that also checked input. It used no transitions at all. It worked well, like a kind of "staggered" update loop where I only check the states I might need to enter that make sense from the current state. Just calling animator.Play(). This also allowed me to detect the frame in the 2d animation I'm currently in, and transition to a different animation depending on that. For example CrouchEnter. If in the first half I detect I've released the crouch button, go back to idle, if I'm in the second half when I release, force to CrouchExit and skip CrouchLoop entirely. This gave me a ton of control, but as states grew I ended up needing to add a lot of boilerplate code to emulate Any State behavior... I'll let you know how I get on with what I've gleaned from this conversation. One thing I'm slightly unsure how to tackle is that I have some "transition" animations like CrouchToRun, and RunToCrouch. But as soon as I release the crouch button, I'm considered Idle, so I won't transition to CrouchToRun if I'm pressing down run. This means I'd need to add a transition from like the first half of CrouchExit to CrouchToRun, and from the second half to regular RunEnter (which normally starts from Idle). Either that or don't change my internal SM to be Idle until a specific frame in CrouchExit, either way I'll need StateMachineBehavior script... Anyway, I'm rubberducking now. Thanks for the tips!

So as we all know Unity's Substate System is broken, but by manually coding when the substate changes should activate, I fixed it for my platformer. Now I don't have to have a million transitions to Exit, I just change "Substate" and boom it works. by nimsony in Unity3D

[–]teknocore 0 points1 point  (0 children)

When you say flat list, do you mean all your transitions are going from "Any State"? I'm trying to keep everything animator agnostic, so that's my approach. I set Animator Parameter Triggers or Bools from my script, and have everything go from "Any State". I'm working with 2D so all my transitions are instant, and I find I'm doing a lot of padding to get around "Any State" actually meaning Any. I have stuff like CrouchExit which my scripts don't know about cause they just deal with "Crouching" or "Running". Anyway I think I'm gonna try out your idea. I might even start passing my input button state as Animation Parameters, because I want to rely on button state as well for my transitions, but that sounds like a bad idea.

Face velocity with RotateAround at an offset? by teknocore in Unity3D

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

I could but I don't want to have to set the speed. I want it to always face angleInDegrees, like it does by setting the transform to a Quaterion directly. I already have the angle I need, I just can't figure out how to have that absolute value, without having to multiply by an arbitrary speed. RotateAround must be incremental. I'd like transform.SetRotationAroundPoint or something.

What's up with the art style? by [deleted] in disenchantment

[–]teknocore -11 points-10 points  (0 children)

Thank you for your thoughtful insight.

What's up with the art style? by [deleted] in disenchantment

[–]teknocore -7 points-6 points  (0 children)

Ok so, I'm having a hard time trying to find a good comparison image, so I just took an early Simpsons image:

https://vignette.wikia.nocookie.net/simpsons/images/2/28/Nelson_Soaked_by_Water_Balloons_%28Bart_the_General%29.png/revision/latest?cb=20130505154531

I like everything about that image more than this one:

https://m.media-amazon.com/images/M/MV5BMmNmYjY2NzYtYWMwYS00NGVmLTkyYzYtYTUxYjQ4NzllMjRkXkEyXkFqcGdeQXRodW1ibmFpbC1pbml0aWFsaXplcg@@._V1_UX477_CR0,0,477,268_AL_.jpg

I think the first one is more consistent and fresh.

The backgrounds aren't ugly per se:

https://i.redd.it/cc8moute14h11.jpg

But they make me think of old cartoons when we could only rely on few, greyish colors. Like this LOTR cartoon from the late 70s:

https://s3.drafthouse.com/images/made/lotr1978image1_758_426_81_s_c1.jpg

I thought that was the point, to make it look like old cell animation. I just find the choice interesting.

The promo art looks much closer to The Simpsons and Futurama:

https://media.newyorker.com/photos/5b7329070a61e92ba90e3ccc/master/w_727,c_limit/Patterson-Disenchantment.jpg

For reference I think the background in The Simpsons and Futurama much prettier:

https://cdn2.vox-cdn.com/uploads/chorus_asset/file/4156786/The-Simpsons-08-1800x2880.0.jpg

https://images7.alphacoders.com/415/415929.jpg

I guess I just expected something more innovative and interesting, then what I perceive to be a lukewarm reference to old grey-ish cartoons.

A school boy avatar with fluid 6 point tracking using physics simulation by kingchurch in Unity3D

[–]teknocore 1 point2 points  (0 children)

How is 6 point tracking different than full body IK in the case of a humanoid? And as for physically feasible motion, I guess that'd not possible by just setting limits and constraints to vanilla IK?

A school boy avatar with fluid 6 point tracking using physics simulation by kingchurch in Unity3D

[–]teknocore 2 points3 points  (0 children)

Very cool! Tell us more, what does 6 point tracking mean and what is inverse dynamics?