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SlipperyBrick

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Everything posted by SlipperyBrick

  1. Wow just as simple as that? There I was thinking I would have to work out some fancy formula to get the numbers I needed lol. Thanks a lot macklebee!
  2. It's possible to do 2D animation in Blender, this can be done through various addons (not to sure which ones, I've never tried 2D in Blender) or you could (this is me thinking about it) project your 2D drawings onto a flat plane and just swap out the artwork using keyframes. Alternatively you could use http://www.pencil2d.org/ if you have ever used Flash then this will look and feel very similar. I haven't used this for ages so I don't know if there has been any improvements or added features. The drawing tools were very simple so if you do use this I would recommend finding a decent bit of drawing software. However this takes a frame by frame approach to 2D animation giving you a timeline and ability to add keyframes I don't think there is interpolation between key frames. The pro's (Simpsons, Bobs Burgers, Family Guy, etc) use ToonBoom (Harmony) you can get an evaluation version for free however there is a pretty expensive price tag if you want to purchase (or even subscribe to the software). ToonBoom is a great bit of kit to have and it takes various workflows of animation and combines it to allow you to work the way you want using whatever method of animation suits you, could be modular 2D animation, frame by frame animation, etc. Hope that helps
  3. Dropping a post back in here to see if anyone can help
  4. Very cool stuff man and great insight too!
  5. This is exciting stuff guys! Can't wait to see what comes
  6. I'm loving the suggestions here! I think I smell some possible PBR coming? That would be amazing if we could make that happen. Rastar and Matt's versions of that look amazing! This shader takes us a little closer to that nice look
  7. Automatic environment mapping? Would that be automatic reflections of the environment without the use of an environment map? That would be amazing!
  8. I don't think you need programming experience to work as an animator at Disney. What animation would this be, 2D computer graphics, hand drawn or 3D? Pixar is Disney's animation studio for 3D as far as I am aware and I don't think to specifically do animation you would need to know how to code. Sure there may be some sort of element of coding in regards to using their tools but otherwise I don't think you would need to how to code although as Rick mentioned its a good skill to have. I watched a video once on the workflow Pixar uses to make it's movies and they do use Maya and a technique called Subdivision Surface Modelling (a.k.a, sub d modelling). I don't know if the modellers actually animate as well but to be a jack of all trades it may very well be worth him learning modelling and animation all together (they go hand in hand to be honest). As for yourself to make a game as a one man show you would unfortunately need to learn everything haha. It's taken me 3 years to learn and get decent at modelling and animation and texturing, coding I have been learning for about 2 years and I understand some elements of it that would be lua and C++ but unfortunately for me I don't have the brain power to do the thinking behind getting the formulas of programming, I struggle to work out the formulas to code for certain features I would like to have in my game but I am still pushing on and learning haha My thoughts on programming is that you have toolbox full of words (this would be your API) there are rules to how you can use the words (syntax), you need to think of clever ways to combine these to do the things you want and thats the part I struggle with haha. EDIT: Don't quote me on my analogy it could be completely wrong and stupid lol
  9. A quick question about this amazing shader. Do we have to provide a metal map for non metallic surfaces? I'm working on a semi glossy painted wall material and my metallic map is black for a non metal yet when I plug that in the appropriate slot in the material editor in Leadwerks it looks like a metal. Is this because I've also plugged in a environment map as well? Because the surface looks very shiny: http://i.imgur.com/9ASSm4x.png (255 on metallic channel) http://i.imgur.com/XqiXrHH.png (0 on metallic channel)
  10. I am looking for some help on how to clamp the camera movement on the Y axis. I can do a full 360 turn on the Y axis when I look up and down. My script is pasted above it is fairly basic, I can't seem to figure out though how to do this. I referenced the FPSPlayer script but couldn't find anything that would help me with this (unless I am not looking close enough). I'm hoping it is possible to do this angle based rather than using coordinates to work it out. I've been looking over the API reference here but feeling a little lost on where to start to work this out haha. EDIT: Sorry if my script looks a little weird. I don't use indents as I struggle to read the code when there is indents, not the norm I know haha but I'll slowly ease myself in to that so I can get used to it. Hopefully though you guys can read it ok and make sense of it.
  11. You've out done yourself here man. Looks incredible can't wait to get my Substances in to Leadwerks
  12. Ahh just me being impatient. I got it now haha xD
  13. I've installed from here using that link. I can't seem to find it in my subscribed items in the Workshop
  14. Ahh sweet and once it is installed I can launch Leadwerks from Steam as normal and it will always load even on new projects?
  15. I bought 3D World Studio quite a while ago it is a brilliant tool! I love the fact that you can model and layout simple level design and export it out to continue working on it, also a great feature that's currently in Leadwerks too haha! I didn't know it had extrude functionality though, I'll have to check that out. I'm with you on hoping though haha would be pretty sweet to be able to extrude CSG, we can already carve out stuff which is great!
  16. I am just wondering out of curiosity, how does Leadwerks calculate lighting with static models? Does it use the models UV set to calculate lighting?
  17. @SoloWingPixy. No problem man. When I first started modelling, animating, etc, I always thought I had to stick to one program and learn that to do what I needed to do but as the years ticked on I realized that the principles of these skills are the same. Once you and your brother know the fundamentals of animation or modelling or whatever it is you want to do the only thing holding you back would be the tools and the tools is all down to the program you use. You'll realize the more time you spend learning the actual skill and the principles behind it you can then focus on what program you would like to use with your newly learnt skills. It's all down to personal preference, maybe there is a tool in Maya you like to use frequently which is why you would choose that, or you like how fast Blender is with all its hotkeys. Whatever you choose I would focus on those principles first, once you have those down you can then make a choice of what program you would like to use.
  18. I saw the word Blender in here and then decided to read on haha. Just my 2 cents. The principles for animating is pretty much the same across all applications, sure there are different tools to do things in different ways but it's still all the same principles. You move some objects and make a keyframe, move stuff some more and make a keyframe, essentially automating parameters to give the effect of motion. Blender is fantastic for animating. I used Maya LT (which is on Steam for around £25 a month) and the workflow compared to Blender is exactly the same. I would really recommend showing your brother Blender as it costs nothing, there is a ton of tutorials on Youtube showing how to use the program, sounds like your serious about this as well so you could buy him a subscription to CG Cookie so he can do some learning there about how to animate in Blender, they have some really great courses on there and subscription is next to nothing per month considering the knowledge he would learn which would really improve his animation skills. As long as he learns the principles of animating the rest would be learning the programs tools to do what he already knows, that's it haha. The more time he spends in Blender practicing the better he gets so if he does need to pick up his learning with Maya all he would have to do is learn the tools to do what he already knows. Hope that helps.
  19. Hell yeah fingers crossed, I've been wishing for something like this to come for Leadwerks for awhile now
  20. I am way to excited about this!!!! Good work Shadmar looking forward to this being available Something like this needs more views and attention, with the capability of getting visuals like this in Leadwerks I think this is going to start pushing some boundaries. Can't wait to use it and get some of my new materials in my game XD
  21. This has probably been mentioned before as a suggestion. The ability to extrude CSG I think would add speed and efficiency to the level design phase of a game in the editor. Also further improvements down the line could allow for other actions on CSG like a simple bevel. Adding the ability to extrude could be done through the face selection tool when using CSG, you could select a face and then have the button to extrude be available in the properties panel where the smoothing groups would be. I think this would be the start of adding to the level design tools currently available in the editor and making them even more efficient. This would strictly be for simple modelling for level design nothing that would replace a normal modelling package. Check out ProBuilder for Unity to get an idea of this I think tools on par with ProBuilder inside Leadwerks would make it the best level editor around.
  22. Awesome thanks man I will test out which name it is
  23. I am looking to add headbobbing motion to my player. I have a custom script for my player which nick.ace helped code. When I have modelled my character for the player I will be doing a full body view so when you look down you will see the player model rather than just a floating pair of arms. I am wondering how I can add headbobbing but also not have any clipping issues when I add my player model in. I can imagine I can parent the player camera to the head bone of my player which should follow the movement of my player so rather than coding the headbobbing in would it be possible to just animate my player with a headbob and parent the player camera to the head bone. If the above isn't efficient could the headbobbing be coded in my player script. For anyone interested in my player script here it is so you can look at it. It isn't finished yet, I am hoping to do lean and peek pretty much the same way lean and peek is managed in Alien: Isolation, they do it in a very intuitive way. function Script:Start() local window = Window:GetCurrent() --self.camera = players camera --self.entity = temporary box to use for player movement --creates a camera in the scene and parents to the entity self.camera = Camera:Create(self.entity) --sets the type of the object to player self.entity:SetKeyValue("type", "player") local mass = self.entity:GetMass() if self.entity:GetMass() == 0 then Debug:Error("Player mass should be greater than 0.") end --gets the entity position local entpos = self.entity:GetPosition(true) --sets the camera height self.camera:SetPosition(entpos.x, entpos.y + 3.5, entpos.z, true) --sets the camera rotation variable self.camrotation = self.entity:GetRotation(true) self.camera:SetRotation(self.camrotation.x, self.camrotation.y, 0, true) mousex = Math:Round(window:GetWidth() / 2) mousey = Math:Round(window:GetHeight() / 2) --sets antialiasing samples self.camera:SetMultisampleMode(4) end function Script:UpdateWorld() local window = Window:GetCurrent() --gets the position of the mouse local mouseposition = window:GetMousePosition() window:SetMousePosition(mousex, mousey) local dx = mouseposition.x - mousex local dy = mouseposition.y - mousey --sets the mouse speed, higher values = less speed self.camrotation.x = self.camrotation.x + dy / 10 --x value self.camrotation.y = self.camrotation.y + dx / 10 --y value self.camera:SetRotation(self.camrotation.x, self.camrotation.y, 0, true) end function Script:UpdatePhysics() local window = Window:GetCurrent() --xmove = left/right speed --zmove = forward/backwards speed local xmove = 0 local zmove = 0 --key bindings for movement if window:KeyDown(Key.W) then zmove = 2 end if window:KeyDown(Key.S) then zmove = -2 end if window:KeyDown(Key.A) then xmove = -2 end if window:KeyDown(Key.D) then xmove = 2 end --sets the movement parameters of the entity self.entity:SetInput(self.camera:GetRotation(true).y, zmove, xmove) end
  24. Is there a way to model a custom collision shape for a model and apply it in Leadwerks? Would I need to put a prefix for my collision shape in Blender?
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