Our system supports that but we probably won't do that.
There are a few of characters are much huger than the marine, and they all need to use the anser-class shutter to start the mission. In this case, we created special animations to allow them curl up in the cabin, but those animations can hardly blend with walk animations.
To make it easier, image the Hulk trying to squeeze into a Quinjet, it will be a disaster.
whimsyduke and nanakey are the guys who finally got the job done in the editor, sorry DrSuperEvil, I am not good enough to explain the whole mechanism.
Hi everyone, Nanakey did this in-game animation yesterday. The destroyed unit in the gif in fact is the avatar of our work place in real life. Nanakey believes that we should be a part of our game, so we decided to dedicate we both (and our employer...) to stop the alien invasion.
But of cause they failed, other wise there is no next stories...
Glad to see zolden here~I'll bring you more frog gifs.
I am not good at explaining the differences between "behavior" in art tools and sc2 editor.
Usually the behaviors in the art tools allow your model can respond to the orders in the game. It makes your model "Smart"
For example, the IK behavior allows the bones respond to the ground, like the colossus's legs.
the turret behavior limits the area that turret bone can reach.
the billboard behavior forces the bones look at a certain direction or objects (for example the camera.)
etc.
When Blizzard first time added the turret behavior, which we called "look at" (yep, they call it look at in the cutscene...) behavior. They use it to make look at animations for the CG animations, like keeping the character's head looking at someone leaves, at that time, the behavior must to named like "eye" "head" "Chest" and so on.
But in the LotV, they began to use this to really control the turrets, and replaced the Ref_Turret attachment. (if there is only one turret in the unit, the ref_turretZ is still a good solution.)
In the editor the behavior are totally different. Zolden knows that better than me.
@DrSuperEvil: Go
Do you want to have a try on the multiple turrets unit? I can send you our spider robot.
We have used both, but the key is the new behavior "look at" which was modified in LotV. Check the "BattleCruiser" and "look at" you will find how blizzard do it in LotV.
Once we can control the turret to point to their targets, the last works are scope limitation and target filter which you can do in plenty of ways.
The turrets will automaticly shot the targets on their same side. The player can only control the main gun and the missile silos on the back. It's fun to control the direction of the main gun turret so that the smaller turrets have their shooting windows.
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Have you ever been hit?
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@Veratai: Go
Yeah, it's a small craft. I have uploaded the video so that we can share the images as well as the sound.
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I have made this shutter return to base cut-scene today. Cutscene editor is very fun!
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Our system supports that but we probably won't do that.
There are a few of characters are much huger than the marine, and they all need to use the anser-class shutter to start the mission. In this case, we created special animations to allow them curl up in the cabin, but those animations can hardly blend with walk animations.
To make it easier, image the Hulk trying to squeeze into a Quinjet, it will be a disaster.
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Hi, Happy Halloween!
I've finished the latter half for one of our previous cut-scene work. Now it can fully cover the transition from our base to the mission area.
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@whimsyduke: Go
Thanks my partner.
whimsyduke and nanakey are the guys who finally got the job done in the editor, sorry DrSuperEvil, I am not good enough to explain the whole mechanism.
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Here you go! :)
I can support you the spider unit model I made, be gentle, it's shy.
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Hi everyone, Nanakey did this in-game animation yesterday. The destroyed unit in the gif in fact is the avatar of our work place in real life. Nanakey believes that we should be a part of our game, so we decided to dedicate we both (and our employer...) to stop the alien invasion.
But of cause they failed, other wise there is no next stories...
0
Glad to see zolden here~I'll bring you more frog gifs.
I am not good at explaining the differences between "behavior" in art tools and sc2 editor.
Usually the behaviors in the art tools allow your model can respond to the orders in the game. It makes your model "Smart"
For example, the IK behavior allows the bones respond to the ground, like the colossus's legs.
the turret behavior limits the area that turret bone can reach.
the billboard behavior forces the bones look at a certain direction or objects (for example the camera.)
etc.
When Blizzard first time added the turret behavior, which we called "look at" (yep, they call it look at in the cutscene...) behavior. They use it to make look at animations for the CG animations, like keeping the character's head looking at someone leaves, at that time, the behavior must to named like "eye" "head" "Chest" and so on.
But in the LotV, they began to use this to really control the turrets, and replaced the Ref_Turret attachment. (if there is only one turret in the unit, the ref_turretZ is still a good solution.)
In the editor the behavior are totally different. Zolden knows that better than me.
@DrSuperEvil: Go Do you want to have a try on the multiple turrets unit? I can send you our spider robot.
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@Zolden: Go
Yep, the look at behavior now has been modified and supports better on turrets.
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Today I have finished a better UI model for our mission selection. Hope you like it.
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@DrSuperEvil: Go
We have used both, but the key is the new behavior "look at" which was modified in LotV. Check the "BattleCruiser" and "look at" you will find how blizzard do it in LotV.
Once we can control the turret to point to their targets, the last works are scope limitation and target filter which you can do in plenty of ways.
0
@DrSuperEvil: Go
The turrets will automaticly shot the targets on their same side. The player can only control the main gun and the missile silos on the back. It's fun to control the direction of the main gun turret so that the smaller turrets have their shooting windows.
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@GhostNova91: Go @Zolden: Go
Hi ghostnova and zolden, I saw your SC1 remake and unity3D showcase, both good works!