What are you working on currently? [2016]

I would’ve guessed red, the blue colors of the wall are very hard to recognize.

Lots of temporary GUIs, but I’m finally starting to make progress towards the new menu for Kinetic Code

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as compared to my previous set, these are lower in triangle count

and i plan on making them meshes later on

Far Cry 3 Blood Dragon vibes m8.


@Immersor HOT. Can’t wait to see that in a finished state!

Keep your stance wide…

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Working on v2 of animation plugin. (First one was never completed, in case you were interested.)

All in a days work:

There’s tons of code in the background, prepared for the actual animation system and ui. It will feature IK for ligaments. There will also be a lot of settings you can give each joint to allow for extreme flexibility.

Hopefully, tomorrow I’ll be able to plug up my IK and start working on scripting the UI. (Might start tonight if I’m bored.)

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Bu-bu-bu-but will it be free?

If you need an feedback from an animator, see if you can get in contact with @MisterObvious. I did mention possibly doing this type of plugin on Twitter and he did seem interested.
Also, do you plan to have a whole custom Lua based system for run time animations or will exporting to the website be an option?

Export to lua is a yes. Export to roblox? If I decide to give it out, then yes.

If I do a good job with it and it’s glitch/bug free, probably.

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Been doing more work on the rendering engine, as well as a few skybox effects to smoothly fade between fog and sky dynamically. I used most of the same models from my earlier demo, but even denser and on a creepier map.

I can still manage 60fps with hundreds of trees, detailed bushes, detailed lanterns with particles spread around, and even those extremely detailed metal containers from the list of featured models, after I rigged them up to the rendering.

https://i.gyazo.com/bce3ab901c7e3a809811f4ebaa0c8e18.mp4


How it works:

I use 2 versions of each model: A low detail and a high detail, however if I don’t have a low detail version, the object simply disappears at a distance. If I don’t have a high detail, it disappears up close. I render them in and out in realtime using a chunk system which allows for tons of repeated models since I only save 1 model and then clone and place it based on a per-model cframevalue to represent its base position. This also means I can easily edit every single pine tree in the map without having to do much work, I just change the base model.


Notice how the nearby trees are high detailed, and the farther back trees are simply 1 to 2 part cones? While the cones may not look the best, its pretty functional for huge maps while still having a broken up skyline and density.


The nearby container is highly detailed while the background container only has 1 block. These swap as you approach or walk away from.


This last one shows the map from a distance. The forest is very low detail, but it is still visible so that you can see tree density from any distance, without rendering all the leaves.


With fog and lighting, the effect becomes much harder to notice, other than the framerate improvement on large maps.

Pretty Pics:




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I did it! :smiley:

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dope

Will be improving the left side, not totally sure how I should go about it yet. (Currently, it adds joints that you edited.)

A picture of @MasterOfTheElements totally shredding it!

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I am totally shredding it too!
blob.jpg

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wow…
THAT’S RADICAL DUDE!

Working on a hangout + mad libs place with @MightyWanderer, @rexnfx, and @finwei :ok_hand:

map built by @finwei

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Finally finished ScriptOn’s Animator v5.6

Took a bunch of suggestions from Team !mpact’s new animator, Bluay. He absolutely hated v5.5 so I had to recode a decent chunk of it to work in a way that he likes. The main difference is that keyframes are no longer Dot->Center Area->Dot and now just a Dot.

Here’s before:

Here’s after:

It’s difficult to show how much easier the animator is to use now, but I’ll try to explain it. The original animator (before gif) was made for animation newbies. It’s a visually satisfying and very easy way to understand how keyframes work. Start position, start time, end position, end time. That bar shows how it works very well.

This method works really well for newbie animators (me, and most robloxians I’ve shown this too) but it gets really annoying after you’ve mastered it and realize you have to click 2-3 extra times just to move keyframes into position. The new animator works a lot more like the roblox variant, just click +drag and everything adjusts for you behind the scenes.

Because who doesn't like putting animations on the wrong weapon?

http://i.imgur.com/eeJO8c8.gif

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