Been working on up-keeping a Roblox related twitter account about economics, as it’s my major and I wanted to study for my classes in style. Basically I had an epiphany to create some econ/roblox blog in the middle of my class when learning about the Average and Marginal Cost curves. I thought about how roblox runs differently than non UGC companies (which is the normal firm we study in micro econ), I will eventually write a full sized tweet when the econ basics are already tweeted about, so follow it here! x.com
LOL IS THAT A TANK CHASSIS?! A honda civic with a mounted rocket turret up top, that would be pretty cool.
But yeah, I understand and I appreciate the advice. Its just I didn’t have time to make it all fancy (and I mean its a WIP anyway). but if I were to make it fancy it would look like my other work (Even though this one has a lot of defects in it as well):
it was a special vehicle for April fools 2016. can’t be given anymore (unless i give it to someone)
it was rather problematic at the time, because it had the highest top speed (70 km/h) and small size.
but with later introduction of autoloading tanks (like the panzer 2 F, and Panzer 2 Luches 30mm) solved that problem.
it’s not so much a rocket turret as it is your character sticking out the sun roof holding a rocket launcher. (with the classic rocket launcher mesh) doing a lowly 50 damage at 50mm of penetration.
with a 7 second reload you won’t be killing any other tanks, but you can kill another car.
also, Cool render! definitely better than what i put out
If you’re wondering why the character looks different, it’s because the height is set to 120%. The left arm is just barely able to reach the grip on the gun, so I don’t think it would have worked with the default height. I increased the height for other reasons though – a height scale of 120% produces much more realistic and eye-appealing proportions.
It’s not physically possible to make room that way. Imagine the arm fully outstretched and pivoting around the shoulder – this yellow circle (only part of it shown) would be made up of all the endpoints:
No matter where I move the gun to on that yellow line (maximum reach of left arm), the arm is going to be fully extended. Moving left+forward or right+backwards results in a net movement away from the shoulder of 0. The only way to give it more room is to pull the grip inwards towards the shoulder, but moving it either left or backwards pushes the stock further into the torso.
Edit: I could also rotate the gun so that the grip is closer to the left arm and the stock is closer to the right arm, but the barrel needs to point to where the head’s looking, so I have the rotation locked.
And also, moving it closer to the shoulder would mean I had to extend the fully-extent left arm even further to reach the grip. Rotating the stock towards the right shoulder and the front of the gun left would make it easier to grip, but I have the rotation locked so the barrel is always pointing in front of the character (nobody shoots off to the side)
Couldn’t quite get a standard crouch animation you’d expect from a game due to so much height of the character being in the torso, but I did manage to come up with something that looked believable I think:
R15 is interesting to animate with. My only wishes were that I could control the fingers and that the animation editor supported IK.
I’d suggest having multiple hand meshes with different poses welded to the normal hand (with the same offset so the wrist matches up), or just having a file mesh on the hand with the meshID being changed whenever you want to change finger position.
it’s a crude and basic system, but it works(maybe, i’m tired and not thinking very good rn)
That would work great for static poses, but not transitioning between them. For instance, imagine an animation where I insert a fresh magazine, let go, make a fist with my hand, and then slam the magazine into the gun from the bottom. I’d have to get from “gripping mag” to “open hand” to “fist” and back. In order for the animation to look fluid, I’d need a lot of frames in between and that means lots of unique meshes. That’s a lot to preload (don’t want invisible hands during reload) and IIRC swapping out meshes like that isn’t performance-friendly.
Something that’s been on my mind is breaking the hand mesh into multiple pieces so I can control each segment of the fingers. That would turn the R15 into R45, so I’d have to think about how to prevent that from becoming a performance issue – perhaps only distinguishing fingers on the player’s character.