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Scouting Ninja

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Scouting Ninja last won the day on July 20

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About Scouting Ninja

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    3D Artist
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  1. Scouting Ninja

    noob questions

    Search "Unity standard assets" or "Unity essential assets" it has all the basic assets for games. It is provided for free In fact grab any assets that interest you from this list provided by unity: https://assetstore.unity.com/publishers/1 It also has some shaders and effects that you will probably use long after the prototype stage. The nice thing is that these assets show how Unity expects its engine to be used. One thing you will realize about games is that the visual part is only feedback. You could easily program the full game with only cubes. Art only serves to show the player what is happening in the code.
  2. Have you tried (4pi squared)/HowMuchPoints you want. That seams to be the simplest way of getting the points, just divide the surface by the amount you want.
  3. Roll back to a previous release, inform the community of the setback. This one is a pain, the game needs money and people who complain the most are the ones unwilling to spend money on development; in other words the least valuable customers. At this point I would ask the community why it feels like a cash grab. Often I find that the problem has some kind of minor oversight that is easy to fix. Often if players who are unwilling to pay, will be happy if there is no reminder that the game has some kind of transaction. Update the documents quickly, highlighting the notes players are complaining about. Remind the players that you are only human and that these oversights happen. A bad one I experienced: A Update changes the stale game play, forcing players to use new strategies. Regardless of what players say, they don't really want the game to change. They are happy with new versions of old things and small twists; but any dramatic change upsets them. Especially the players at the top, who suddenly looses that position because of a new game play element, they will love to tell you how "broken" the game is now. For me this resolved itself. The players at the top who lost that position left the game, I panicked because they are the best paying ones ,in the end they where just replaced by new players who where drawn in by the large update. Even so, the game was never at the same height after that, now I slowly introduce new concepts over a large time span. Visual updates can be large, players like that; when things look new but nothing really changed.
  4. Scouting Ninja

    Quaternion, why divide angle by 2?

    Yes, sorry I should have mentioned that I was only expanding on the answers above. They where correct, we divide by 2 to mirror the rotation around a hyperplane. You could achieve the same static result using -1*theta. The problem is that your rotation animation will look like it is imploding, literally rotating within itself and disappearing. So the theta/2 rotates in on two other axis, 90 degrees on one and 90 degrees on the other; like a Rubik's cube. This is what a hyperplane is, we make a 3D rotation by manipulating 4D. In 3D space we see a smooth left/right hand 180 degree rotation. While in 4D it is 90degree on one axis and 90 degree on the other. Quaternion is one of the common Euclidean Hyperplane types. Divided into two hemispheres. +1 and -1 hemispheres. I hope this helps a little. I recommend working your way up from 1D.
  5. Scouting Ninja

    Quaternion, why divide angle by 2?

    A quaternion is a 4D object. So we use it to calculate a 4D rotation that looks good in 3D but is the inverse in 4D. The dividing corrects it in the forth dimension. It's easier to understand when you visually see it. Think of what happens to a 2D rotation, when viewed from the side: See from the side it looks like the same rotation. If a person in 1D viewed a 2D rotation they would only see the ball move up and down, never seeing the rotation. The same thing happens to us when we view a 4D rotation, we can only see the 3D part and the result looks like the same rotation, but in the forth dimension the two rotations are not the same and so mathematically they are not the same. So by dividing theta by 2 we convert the 4D rotation, back into the rotation we want it to be, to agree with our 3D view of it. I was lucky and found a video that shows the 3D rotation of a quaternion. It looks well made. It even uses projection to help visualize the rotation.
  6. Scouting Ninja

    Play multiple animation at the same time

    You will just need to check what bones are animated in the second clip, most 3D export formats mark them or only export the animated bones. Then it is a simple mater of: For each bone in clip2 that moves: Clip1.bone.transformation = Clip2.bone.transformation. That would be replace. Adding will be like this: For each bone in clip2 that moves: Clip1.bone.position += Clip2.bone.position . Clip1.bone.Scale += Clip2.bone.Scale and Finally Clip1.bone.Rotation *= Clip2.bone.Rotation if your using Quaternions. Of course how exactly you do this will greatly depend on how your engine is written and how your matrices work. It really is this easy that is why bone animation is so popular.
  7. Scouting Ninja

    Play multiple animation at the same time

    Strange question. Bone animation is vector animation, meaning it is math. As with all math you can add, replace, multiply, divide etc. as you want to. You won't need anything special. What all this means is that you will make your two animations and "blend" them. You could also animate the lower part and top part separately, but it isn't necessary as you can just stop the arm from animating by settings it's values to 0. You could get fancy with Lerp and Slerp but it wouldn't be needed. Basically any math formula could be used to mix or create bone animations.
  8. Scouting Ninja

    Blender doesn't bake textures - and Unity doesn't show them

    Not a problem. I am very busy myself. Unfortunately I could only fix one, I hope it is enough to guide you to fixing the problem. Immediately upon loading the model I notice the problem. It is your UV maps. You are using multiple UV maps, this is causing the same textures to blend, resulting in only the colors showing. All of the textures also needed to be attached to it's own material and assigned to the correct place. Normally extra UV channels are a great way to do blending tricks, but here your UV maps are less than optimal. So there is no benefit from using more than one UV map and it is causing problems. You must delete the other UV maps before baking. To bake I made a copy and deleted it's UV map, then deleted it after I was done; that way all the data is preserved. You will see in the .Blend file that I took the time to optimize the character, it isn't great but the best I can do with the time I have. It should be 4-8 times faster now if not more and still looks the same. Asrasticman1_BakeFix.blend
  9. Scouting Ninja

    Discussion of IPs rule needs to be changed

    A common law mentioned in Cease-and-Desist notices is the Breach-of-Contract; this often includes fines etc. LEGO® for example has the Fair Play agreement. The C&D will include links to these contracts etc. so if the person doesn't stop immediately the court could see it as defying the law. If the project was big it could be accused of diverting traffic and causing financial harm, this is known as Consumer-Confusion or Deceptive-Conduct. Harassment could also appear if the project was made to poke fun at the trademark. Most of the time it is just Copyright-Infringement. If you want to learn more Google "LEGO Cease and Desist" or any company name followed by Cease and Desist. People who revive the notices like to point it out.
  10. Scouting Ninja

    Unity Rigidbody movement jitter

    What you are trying here won't work in Unity. Unity has only one world space and as such what you are doing with "sectors" is this: Basically you where just stretching the world space. Resetting the world to (0,0,0) as mentioned by JoeJ is known as origin rebasing and is the common way of fixing this problem. Strangely Unity has no way to do this build in, so you have to do it manually. There is a code provided by the Unity community: http://wiki.unity3d.com/index.php/Floating_Origin but as most of the code provided on this wiki you will have to manually update it.
  11. Scouting Ninja

    Blender doesn't bake textures - and Unity doesn't show them

    It is hard to tell what you are doing from this image and what could be the problem. If you upload the files here I can take a look for you and see what is wrong. But it will take me some time as I am very busy at the moment. One thing that could be the problem is that you are importing materials from Blender to Unity. This won't work, because render software and realtime engines don't use similar materials. Instead you should import meshes to Unity and build your materials in Unity. A other common problem is transparent material in Blender, it can have problems rendering with them.
  12. Scouting Ninja

    How Do I Quit This Site?

    Pointing this out to a moderator will probably result in them returning the points to you. If they feel the points was unfairly given. Here is my opinion. Quitting a site that provides valuable insight into game development, just because you disagree with the other members is silly at best. For teams to function they need different view points, the fact that you disagree with the people on the site is what gives you an edge. You see things differently and have different ideas to share. This confuses me. Because it seams like your reason for leaving is in fact bias. If you where in fact for fairness then you will respect that not everyone agrees with you and that they have the right not to agree with you and down vote you. I apologize if the above sounds mean, it is not intended that way. @Poigahn I value the advice you have given and would hate to see you leave just because of a discussion.
  13. Scouting Ninja

    how does one typically model an anime character?

    Have you scene this series: https://www.youtube.com/watch?v=F1CTfis1TEg That is correct, remember that the proportions are tweaked to match the style. Anime characters have larger eye sockets, like they have been stretched, if you just made the human eye bigger it would also effect the skull at the back, and we don't want that. The anime eye is stretched up: Remember to try and keep the volume when stretching. If you plan to use it in a game, it is often better to have the shape, but to use a texture for the pupil, that you slide with a UV map. One of biggest problems with anime 3D characters is that people who draw anime, only need to make it look correct from one side. So a lot of the proportions don't work when taken to 3D. To counter this you should make simple primitives of the human head. Kind a like this: But with 3D instead of drawing. Then you can place it under your Anime head and correct for 3D where the 2D drawing doesn't. Have you seen the work by Nsio: These tutorials approach character modeling from the other side, that is from proportions towards shape and form like most 2D artist use, instead of how 3D modelers start from shape and form towards proportions. They are great for learning how to turn anime characters into 3D. https://www.deviantart.com/nsio/gallery/45894768/Tutorials You don't need to learn how to draw a character. However once you can model one, you will find it very easy to draw one, because you need to understand the same concepts.
  14. I would really like to but don't actually have much time right now. In the tutorial I will also need to explain the concept of animation drivers and extracting data from sound files; if I expect people to be able to follow along. I will see if I can do something.
  15. Ouch, this one can be really bad and as developers we all know how important placeholders can be. I personally recommend OpenGameArt.org this site has been a great help to me, especially since I am always to busy to make my own placeholders. Also a great place to recruit new rising artists. The Siren of game development, oh how she sings to me even now. No joke I considered quitting my job on a daily bases. It is only when one of my games fail that I receive that jarring reminder that I am not ready to gamble my live on development. Yes, games a person can make while working is much smaller; but these can be just as rewarding. I am pleased it is useful, I have a lot to share. Probably should start from the top. Bad advice: "Don't use assets, it will make your game look like rubish" Popular advice when asset flips started. People try to avoid assets so their games can be unique. The problem is that life doesn't work that way, sometimes the path you take to avoid something, only leads you to it. Take a look at Pixel Art and Low Poly games. People choose these styles so that they can make all their own assets. The result is that they end up with a game just as generic as all the games they are avoiding to make. Good advice: "Just because it was made to do one thing, doesn't mean it can't do something else." On the topic of assets, this was something a sound artist showed me. Music makes for fantastic animations, the rhythm adds style and appeal. Because sound files ranges from -1 to 1 it is often easy to tweak a animation using a sound file. of course all assets can have multiple uses if you are creative enough. Both Good and Bad advice: "Learn color theory."
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