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91
General Content Creation / Re: [Unity] Fantasy asset pack prefabs
« Last post by ratty redemption on February 23, 2019, 12:15:23 AM »

these two images show unity's new prefab editing mode. which is very useful. although sometimes the models and or textures are too dark, as this mode doesn't use light objects by default. thankfully i realized we can copy and paste temporary lights into the prefabs.

i've used a couple of red directional (sun) lights as they help when i'm editing colliders, as shown in the 2nd image.

after we've finished editing the prefabs, we can delete the temporary lights.





92
Video Channel / [IMVU] Make a Morph Animated Heart Accessory (LIVE!)
« Last post by kat on February 16, 2019, 07:39:34 AM »

Recorded live on Twitch (may include off-topic chat), discover how to make a simple beating heart accessory item for IMVU from a cube and using Shapekeys to animate (Blender's version of 'morphs'). Using the default Scene cube a few basic loop cuts are made that allow the mesh to be shaped and manipulated. Once done a Material is added, UV map made and exported, then animated added using Shape keys.

The result is brought into the accessory Starter File using Append, parented to the bone, Spine03 in this case, and then exported using FBX, which is then imported into IMVU and assembled into a working product.

In part II the export process is double-checked to sort out a positional issue where the accessory item is not positioned where it should be. This is fixed by keeping the contents of the accessory file intact and exporting everything which forces Blender to include all the right parts in the FBX (which can be filtered out on import into IMVU).

Derivable item and texture map.
Blender accessory Starter File.
Source file *.blend (c.900kb).


93
Video Channel / [IMVU] Make a valentines bike (LIVE!)
« Last post by kat on February 13, 2019, 04:52:51 AM »

In this HUUGGEEE 15 hr! collection of videos recorded live on Twitch (may include off-topic chat), jazzKat shows IMVU Creators how Blender 3D can be used to make a heart with handlebars, a 'heartobike' (TM) - pronounced "heart-o-bike". The valentines project starts using the default scene Cube, which is shaped into a heart, and then textured - this includes UV mapping and creating texture maps for others to use as guides for derivable objects.

Using the Furniture Starter File the project is then turned into a furniture item and given a custom pose, created using the Pose Starter File, the two being exported to FBX and then assembled in IMVU.

In the final phase the item is animated, a simple 'skeletal' animation and a more complex 'morph', or 'shapekey' (as they are called in Blender) animation. Here some trouble-shooting is needed to get to the bottom of an issue ... watch the entire series to find out!.

94
General Content Creation / Re: [Unity] Fantasy asset pack prefabs
« Last post by ratty redemption on February 10, 2019, 07:59:54 PM »
i've updated the door manager script so it can now open the doors away from the player, if the level designers want. it's not actually detecting which side of the door the player is on, it's based on which trigger volume or lever/button is used.

we can also set the amount of rotation for each door from -135 to +135 degrees relative to their start rotation.




95
General Content Creation / Re: [Unity] Fantasy asset pack prefabs
« Last post by ratty redemption on February 10, 2019, 05:14:24 PM »
i added in a feature to the lever gizmos, allowing the level designers to offset the little blue origin for connecting lines, in case it's obscured by the models.


96
General Content Creation / Re: [Unity] Fantasy asset pack prefabs
« Last post by ratty redemption on February 08, 2019, 05:52:44 PM »
here's a couple of wip images of the floor buttons, using kat's models and textures.

i slightly scaled up the width of the moving parts of the buttons. as i thought the original gaps looked a little too big. thankfully we can easily do this via the transform's scale property in the inspector. the prefabs i will be releasing will have this scaling already applied. so level designers can just drag and drop the prefabs into the scene, then adjust their height depending on how much they want the prefabs sunk into the floors.

i might make separate prefabs for wall buttons, with 90 degrees rotation and possibly scaling. the scripts i'm writing will detect which direction the moving part is likely to use, as well as display an inspector variable for the distance it travels when triggered.




97
General Content Creation / Re: [Unity] Fantasy asset pack prefabs
« Last post by ratty redemption on February 04, 2019, 06:40:28 PM »
understood. no problem my friend. i'm really enjoying producing content again. it's coming together quite smoothly, when my old laptop isn't playing up, he he.

of course, if you or anyone else has any questions about my work with your assets, feel free to ask. hopefully i can release my prefab package soon.
98
General Content Creation / Re: [Unity] Fantasy asset pack prefabs
« Last post by kat on February 04, 2019, 06:20:40 PM »
If you don't see comments in reply to these updates of yours just know that there isn't really much to add/comment on with these other than "good work", heh.
99
General Content Creation / Re: [Unity] Fantasy asset pack prefabs
« Last post by ratty redemption on February 04, 2019, 05:13:44 PM »
these two images show the pairs of trigger volumes and levers for opening some doors.

note the 2nd image has unity's "scene window > gizmos menu > 3d icons" turned off. which makes it easier to see the gizmos we're working with in the foreground, but also clutters the screen with gizmos scripts attached to objects in the background. we can disable those objects and or their scripts if need be.




100
General Content Creation / Re: [Unity] Fantasy asset pack prefabs
« Last post by ratty redemption on February 01, 2019, 05:43:22 PM »
i've got the sliding doors working. so that's the door manager finished for now, i think.

i also wrote a gizmos script for doors. which detects the door type, ie rotating or sliding, and draws either a little yellow pivot for rotating doors, or a sliding direction vector for sliding doors. the latter can move up, down, left, right, forward or backwards.

we can also enter into the inspector the door's move speed.


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