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Assets Renegade Project [DriverN Shooter system]

Discussion in 'Works In Progress' started by dibdab, Aug 4, 2017.

  1. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    681
    also added velocityControl
    (calculates velocity and angular velocity of bodyparts)
    velo01.gif velo02.gif
     
    Neviah likes this.
  2. dibdab

    dibdab

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    681
    now I use the lerp system for getups too
    getup2.gif
     

    Attached Files:

    Last edited: Feb 11, 2019
  3. dibdab

    dibdab

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    also jump to hang
    without and with height adjustment (with animationcurve)
    jumph00.gif jumph01.gif
     

    Attached Files:

    Last edited: Jun 6, 2018
  4. dibdab

    dibdab

    Joined:
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    Posts:
    681
    climbup in 3 stages
    climbup.gif climbup.png
     
  5. dibdab

    dibdab

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    Posts:
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    added jump/fall-grab to climb-up and another type of jumpover
    fallgrab.gif jumpover4.gif

    had thought that would be good if system would determine which type of jump is ready to execute
    but that would/might cause conflicts so each jump will have a key(-combo) for now
    still w.i.p.
     
  6. dibdab

    dibdab

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    same thing with backflip
    (notice the different distances)
    jumpflip.gif

    and testing impact on objects
    jumpflip2.gif
     

    Attached Files:

    Last edited: Feb 11, 2019
    Neviah likes this.
  7. dibdab

    dibdab

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    Posts:
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    experimenting further with jumps and falls

    here it look like it doesn't go ragdoll because the foot collider doesn't touch,
    it's the capsule that capsizes it (because that's a regular jump)

    jumpimpact2.gif
     

    Attached Files:

    Last edited: Feb 11, 2019
    Neviah likes this.
  8. dibdab

    dibdab

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    had a bit of work with this.
    checks cWalker state and jump anim-event sets the range when can the collision happen
    jumpimpact12.gif
     

    Attached Files:

    Last edited: Feb 11, 2019
    Neviah likes this.
  9. dibdab

    dibdab

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    this is why I wanted to include that mixamo jump
    though it's hard to get is right
    jumpoverhood1.gif

    this happens when not so good
    might need to project the ref man a bit further
    jumpoverhood0.gif
     
  10. dibdab

    dibdab

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  11. dibdab

    dibdab

    Joined:
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    Posts:
    681
    small update
    added 180 to walk/run backwards
    \\

    updated the webdemo too [use numpad keys 1-3 when walking/runnin]
    https://rawformula.itch.io/renegade-098


    it's possible to add 45/90/135/180 turns to any animstate, but needs animations for that
     

    Attached Files:

    Last edited: Feb 11, 2019
  12. dibdab

    dibdab

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    ever since I found out that blend-trees within blend-trees is a better way for doin walk-jog-run
    wanted to redo the locomotion with that
    it has some drawbacks as opposed to transitions between animation states like can't be previewed and needs matching animations
    had some problems along the way, got it workin
    needs some fine-tuning, but pretty much final
     
    Last edited: Nov 25, 2018
  13. dibdab

    dibdab

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    added foot tracking (with anim curves) and fade to stop on foot value
    the transition from runstop to locomotion is better now too
     
    Last edited: Jan 30, 2019
  14. dibdab

    dibdab

    Joined:
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    Posts:
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    compared with animator.pivotweight
    Code (CSharp):
    1.     public float feetxF;
    2.     public float feetx;
    3.  
    4.  
    5.     feetx = animator.pivotWeight;//feetx>0.5f :right; feetx<0.5f :left;
    6.     feetxF = (0.5f-feetx)*2;     //1:left; -1:right
    that is the lower feet indicator
    run.gif

    I don't know why she's slower, maybe because her feet are shorter :)
     
    Last edited: Nov 27, 2018
  15. dibdab

    dibdab

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    Neviah and manpower13 like this.
  16. dibdab

    dibdab

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    Posts:
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    now literally takes one minute to set up a walking-running character

    it was working with 100 lines of code, but 1500 lines it took to get it where it is now

    input values
    acceleration curve > xacc
    decceleration curve
    sideway movement curve > hxc
    run direction curve > rdx

    input.jpg
     
    DrOcto and FusionSticc like this.
  17. dibdab

    dibdab

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    workin with mixamo's melee pack

    looked at how it would feel to control attacking with blend-trees
    might be doable with variations to the input/animator-parameters
    swordBTez.gif
    but still the oldschool way is the most dependable
    swordMez.gif
     

    Attached Files:

    Last edited: Feb 11, 2019
    Neviah likes this.
  18. dibdab

    dibdab

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    now usin statemachines
    the design looks like this
    statemechines.jpg
    the sword sm
    sm_sword.jpg
    it's not adviseable to use states with same names.
    best for all to have unique name even in different state machines
     
    Neviah likes this.
  19. dibdab

    dibdab

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    working on clashing swords
    this was giving me some time
    it is a bit more complicated than fighting
    clashswords2.gif
     
  20. dibdab

    dibdab

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    also wanted to always try this
    carflip4.gif

    yes there is collision detection
    carflip3.gif
     
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  21. dibdab

    dibdab

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    now using penetration to determine sword damage lethalness
    clash1.gif

    also new riding shotgun animation
     

    Attached Files:

    Last edited: Feb 11, 2019
    Neviah likes this.
  22. dibdab

    dibdab

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    one observation

    a thing that has been bugging me long
    when shooting at the car, after a while it starts to behave irrationally

    it's because force app point distance increases
     

    Attached Files:

    Last edited: Feb 12, 2019
  23. dibdab

    dibdab

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    vehgun2.gif
     
    Last edited: Feb 12, 2019
  24. dibdab

    dibdab

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    new blocks and stabs
    blocknstab.gif
     
  25. dibdab

    dibdab

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    2 type of projectiles on one weapon
    projectilesx2.gif
     
  26. dibdab

    dibdab

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    added controlling a gun not in hand
    shootinmach.gif
     
    Neviah likes this.
  27. dibdab

    dibdab

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    and rpg
    rpg.gif
     
    Neviah likes this.
  28. Ceciphar

    Ceciphar

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    Jan 21, 2017
    Posts:
    51
    Do you have a twitter?
     
  29. dibdab

    dibdab

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    no, but plan to do youtube videos to showcase the features

    ____
    added flamethrower
    flamethrow.gif
     
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  30. dibdab

    dibdab

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    no big advances since the last time, had to battle a tsunami of bugs
    while doin improvements and simplifying in the process

    let me show you the neatness of minCollVelocity

    if set to 9, fallin over 3.9 meters means ragdolling
    (colliding with anything, over this minimum collision velocity)
    mcollvelo.gif
    and no ragdollin if below
    mcollvelo0.gif

    idea: adding collision sound volume by velocity
    (or array of sounds chosen by velocity ranges)
     
    Last edited: Feb 21, 2019 at 9:31 PM
  31. dibdab

    dibdab

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    Posts:
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    using the same lerp system as #52
    but I think was usin ragdoll colliders on the same skeleton then (rb istrigger / usegravity)
    and I wanted to separate ragdoll and renegade
    which made the things a bit more difficult but got there
    getup1.gif