Andrei Mishanin (@andmish) header
Andrei Mishanin (@andmish) profile picture

Making things | Blender & Godot + CSP & GIMP https://teapaw.org/t.co/JKqsEkUqG0 https://teapaw.org/t.co/vdai8OcrEk

Joined December 2013
Photo by Andrei Mishanin (@andmish)Photo by Andrei Mishanin (@andmish)Photo by Andrei Mishanin (@andmish)Photo by Andrei Mishanin (@andmish)Photo by Andrei Mishanin (@andmish)Photo by Andrei Mishanin (@andmish)Photo by Andrei Mishanin (@andmish)Photo by Andrei Mishanin (@andmish)Photo by Andrei Mishanin (@andmish)Photo by Andrei Mishanin (@andmish)
2022
24
761
7
5,930
236,095
added progress bars that show order and amount of loops/segments in chosen circuit, it's clearer to understand what you need to do
6
21
218
4,763
hey, long time no see, hope you're all doing well 馃 I was very busy and didn't work on this since June, I'll just pick up where I left off. so circuit/loop system is part of challenge set system now, it can be loaded, started, reset, finished as other challenges 馃憖
12
44
581
9,736
picking challenge from challenge set kinda works now :)
5
19
211
8,032
previously 1 scene was equal to 1 challenge, now it's a challenge set and different types of challenges could be loaded on top (needs proper UI now for selecting and timings info) also you can start in one vehicle and finish in any other, everything will connect correctly 馃檪
1
13
150
8,272
mototrial like challenges can be made now 馃憖
6
50
1
865
26,826
reset working 馃檪
4
26
355
13,138
so now challenge can be entered, started, finished and restarted. here is simplest example: hit all 3 cones. also you can't cheat and have to pass through start gate which will force reset challenge 馃珷 next need to add quick reset, that will teleport you back to enter platform
2
12
244
12,630
working on challenges system and thinking maybe you could start them with honking, so I remade it in better way, works like Morse code now, so 11 could be signal to start and 00 to cancel, we'll see 馃檪 also signs now can have different things on both sides and blinking lights
4
23
351
15,406
new additions since last compilation video 馃憖
10
31
2
402
30,611
when everything starts interacting as planned 馃ス
5
8
233
8,304
when you drift nearby Patty needs some cheering animation or something 馃檶
2
51
2,894
objects now belong to groups with assigned "look at" reaction, but each object still can override it if needed, reaction scales by distance, starting with eyes(then head/spine), there is priority(chars first) and raycast, also eyes dir can be forced by anim (for cutscenes?) 馃憖
5
35
520
17,602
moved all look at logic into components, so now it's easy to add look points to random objects, and Patty has the same look at system as Curl avoidance is also an option now 馃檪
4
62
1
996
26,024
just changed forward axis to opposite 馃槄
8
37
1
672
15,542
head look at + eyes
12
179
2
3,304
63,705
tried different methods, even made 2 tricky turn animations with root rotation, but everything wasn't blending good, was too sluggish looking and control, so the final is more procedural, just one anim + spine bone rotation for visual, she moves/rotates in circles based on input
5
24
527
18,238
remade crawl so it also using root motion, before and after. it's better, but I don't like that sliding/rotation in place when you try to go in different direction, don't know how to handle it better yet, tried adding dynamic spine/head rotation for now 馃
4
9
151
7,380
Yae rotates in dir and moves forward at the same time, if input is tiny she still rotates to that dir. Link can't rotate in place, slowly rotates on move, so he can't change crawl dir to opposite fast, instead he crawls back(which sometimes can be annoying), not a fan of this 馃
22
3,535
3 anims blended together, all driven by root motion, so no sliding 馃憖
2
26
383
13,951