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About this blog

At this point I will again and again introduce progress and hurdles in game development. I'll just talk about techniques around the Unity game engine.

Project recruitment thread:

Email - huginmuninstudios@gmail.com
Me on Skype: zer0f0rce
Facebook: https://www.facebook.com/huginmuninstudios/

Entries in this blog


Unity 1st person controller weapon experiments with Ethan

Hi there, here is a little experiment I wanted to show. I developed this controller as help for a guy from the german Unity forum. He wanted a 1st person view controller (with 3rd person character in the background
) and using the Unity CC (character controller) component as base. Its a complete different style of controller but only to show whats possible. At the end, I liked the dynamics of this controller. It was also an exercise for IK and using animations in Unity for me again. For this i changed the original 1st person controller of Unity with the "Ethan" character model. There were some problems, among other things, because this controller uses the CC as a component and if you now just puts "Ethan" the axe in his hand, then he blows the weapon when hitting through the walls. To solve this, we added a backspin to the character at a collision. Additionally i mixed a slay animation, an axe animation and IK. We had started completely without a slay animation, this was also because the movement of the axe was controlled by a self-created axe animation.  Ethan's hand is held in position via IK. I just did not really like the mix of idle animation and axe animation, so I added a slay animation to Ethan. For hitting the slay animation and the axe animation is now mixed. The hand follows the axe animation and Ethan plays a suitable slay animation. This allowed us to better control the position of the axe in front of the player. I had further problems with the clipping of the body of Ethan. For this I had to slightly modify the original controller, so that the camera is always nicely in front of his face. In addition, the camera is now partly controlled by the bone of the player animation, which, like me, creates a very nice dynamic effect:

Video: https://streamable.com/4xvx5




Unity Cloud shadows on a terrain

Hi all, just a little demo for cloud shadows on my actual terrain. The weather system I'm using had not implemented this feature yet, so I had to do it myself. My terrain still has no grass details or trees, but that comes next. In addition I installed a little music composition from our composer Daniel Larsen. Additionally, I've incorporated a character's head (and body) tracking to the camera target. 
Here's the result, have fun:
Video: https://streamable.com/68h6h




Picking up an object by a character

Hello everybody,

today someone in the german Unity forum asks how best to pick up an item in Unity. It's about which animations have to be played and how does one accomplish that the character actually pick up the item?

The following way was discussed
I would play an animation that is similar to a pick up animation. If necessary, you can also just take an idle animation. In addition, I would use IK to move the left or right hand to the target and move the body (also over IK) toward the target. If you do it completely over IK, then the character bends almost completely from the hip and bends the upper body. I suppose for a better animation you should find an animation in which a character goes to his knees and then put the IK over it.

I ended up using an pickup animation. This animation starts by pressing a key and creates a transition from the idle animation to the pickup animation. After that IK has been activated. The IK bends the entire body in the direction of the pickup goal and additionally the arm bone was moved to the pickup target. 

I've fixed a few minor errors in grip accuracy and animations. Here's the newest version:
Video: https://streamable.com/m10p2




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