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Feast

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About Feast

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  1. Hey guys,   I'm trying to animate my sprites with bones that I imported from a 3d package where I animated the character, I rendered the animation to have those sprites. That's how I want to go about making my game, so don't question that please.  Here's what I'm trying to achieve, the creator of Ori mentions he uses metadata from the animated rig/bones to get information on the state of the characters.   What I would like to know now is how can I make my sprites move according to the animation I created in my 3d package? I know it's related to root motion, how to apply it on a sprite animation?   There are tutorials out there but only for 3d models and not for sprites. Thank you kindly for your help. I've been searching how to do this for quite some time.   Cheers, Jeremy.  
  2. Feast

    3D animation in 2D game

    @[member='sunandshadow'], What I did was that I animated translating the character, after I erased that translation. I agree that the animation is left untouched but it has lost its movement that perfectly fitted it. And you're only thinking of a movement as simple as walking but what if he's doing arcs while attacking?   @[member='Scouting Ninja'], The video with Rayman was very interesting, it's definitely helped me understand stuff but more regarding the environment and lighting with layers stuff, The spine2D animation style they're using doesn't fit me because I cannot draw but the idea is definitely interesting. In their specific workflow, they would have to program the movement indeed.   That being said I think I found an answer by rewatching the Ori presentation, I didn't understand that they were using "root motion" from the rig they created in 3D to make the character move, basically they use both the 3D rig + the frames. With that information from the rig they also know when the feet touch the ground and they use that to know when to spawn sounds for the footsteps etc... If any of you guys have videos that explain the process of creating games that are a mix between 2d and 3d, it's really interesting to me, so please post them ;-)     What I personaly like about the frames animation is that I could do some really nice particles effects like flames and so on, without having to worry about the number of particles or that I don't have to worry about the number of poly's on the characters.   I have 2 questions regarding the Ori workflow where they import the rig and the frames: As the speaker says in the video, it's a lot of frames/textures meaning a lot of memory that's being used by the animations. As opposed to spine2D where it's a single texture that's rotated around with joints. I can't use that workflow because I can't draw so the only options given to me are: frames from 3d animation and standard 3d animation where the model is also imported in Unity. 1) What are your thoughts on these 2 workflows? 2) Just how much of an optimization will I have to do down the line, the speaker said he had 700 2k textures for animations for all the characters. Since I'm not a genius in optimization/programmation (1 year c++ university background), what do you guys think about this number in terms of sharing the memory with other stuff like environment art, sounds, ai etc...   I know the answer to that last question is probably "it depends on a lot of things" but please give me your thoughts in some more details as I'm sure you guys are more knowledgeable than I am  :o What I personnaly like about the frames animation is that I could do some really nice particles effects like flames and so on, without having to worry about the number of particles or that I don't have to worry about the number of poly's on the characters.
  3. Feast

    3D animation in 2D game

    I was thinking of doing a pixel style animation, but I wanted to do a rather complex character with proper rendering (this was just a quicktest).  Well it's the only way I can imagine right now, but I feel like there's surely a better way and that's really what I meant by my question.   I was inspired by this talk:  (animation process for the Ori game)   Maybe you're right and I should not go down the sprite path, however I thought using sprites was interesting because it would allow me to use as much polys, as much bones, skinning techniques that I would want. I felt this was an interesting choice because I don't know much about doing animations specifically for games. I do know that stuff like animations in multiple directions like: making the head follow other objects in the scene can't be done, but I felt like that was something I didn't need. If you do know about those different workflows, sprites vs importing the bones in Unity, do you mind explaining what you see as the pro's and con's of each? If I go the 3d no sprites way, I saw that the "apply root motion" could help for my 1st question, but I don't think I'll go the 3D road though.   What would be a wonderful solution is if I could somehow use a spline to create the motion for my 2D physics actor, is that possible?   Thanks for your answer, much appreciated, it's really hard for me to figure that out ^^
  4. Feast

    3D animation in 2D game

    Hello guys, I'm doing a game with friends in Unity, it's a 2D game but I'm using 3D models that are rendered as sprites and then used in the game.   My question is this: how do I make the character follow the animation given by the sprites? The current way I'm seeing is to make the animation static (like a "treadmill" walk for example) and then move the physics actor accordingly in programmation, but it won't look as good as in the 3d editing software because it won't be an exact replicate of what the move was intended to be. Is there a way to do it without the animation being on a treadmill? What are the other ways to go about this?   As an example, here are some animations I created: http://imgur.com/a/qWDDy I removed the translation of the 3d models so that it's static, but that means I have to program the movement now, it feels like work being done twice.   Thanks for your time ;)  
  5. Thanks for your reply, man! I've found this on YouTube if you're interested although it's just a start, it's a tutorial about using raycasting to do all the movements of a 2D character (handles slopes, platforms, wall jumps...) :    I'm looking into Game Programming Gems right away and I hadn't heard about tweening, it seems interesting too. If anyone has other ideas, feel free to give us your thoughts.
  6. Hey guys,   New to this forum ;).   I'm really interested in making a 2D game in a beat 'em all style in the vein of the "Devil May Cry series". Meaning that I would like to have a complex set of moves and precise movements. I've been copying 2D games in C++ for 1 year now (the biggest game I did was recreating Rayman (the first game - the first few levels, using Box2D and with my school's engine) and it's going fine but I would like to now try my hand at a bigger game and I've decided to use Unity this time.   Here's a video showing a bit the set of movements available in Devil May Cry if you don't know about those games:    I have essentially 2 questions: 1) Do you people happen to know of any references/books talking about such subjects as I don't seem to find much about anything on this subject online? The tutorials I found always have rather rudimentary controls. 2) Using both Box2D and now Unity, I'm finding that the physics is very similar. Do developpers use other systems than that? Should I approach a game with very precise movement controls with forces and velocities or am I better off trying something else?   Thanks a bunch for your time and advice!
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