https://youtu.be/DfhVo4TJRJE?si=sJvuKU2SxEjYuYR9
🗡️ [Abonnieren] (https://bit.ly/4gSnrXu)
🗡️ [Playlist] (https://bit.ly/4jJLI34)
#velgandr #assassinscreed #unity #Arno
Now wait, it may seem like I'm regressing, but I've come up with a new model I'm trying. Instead of directly controlling transforms, I'm creating logical machine links on the internal state. this will allow me to model multiple turns of a gear, for example.
The setup below has three parts:
- PartAnimated: which is driven by the animator (to help test)
- PartWheel: On the gameobject, it converts its logical state into rotation
- GearLink: Links Animated -> Wheel so the wheels' state comes from the driven value.
The Secret Message in Camilla & Anne's Matching Red Outfits
https://youtu.be/BLyYcR4uIvI
#QueenCamilla #PrincessAnne #RoyalFamily #RoyalChristmas #Sandringham #Unity #Strength #FashionSymbolism #BritishRoyals
I'm deciding whether a mechanical animation system should be built on a current state plus deltas, or modeled against an absolute offsets.
State plus delta is the easiest to model correctly but suffers from error accumulation, noise, and inability to jump to a given state.
Absolute offsets (like the normal Unity animation rigging does) allows jumping directly to given states and can participate in constraints. It can also suffer from error accumulation and introduces modelling oddities.
#unity #gamedev #gamephysics #indiedev
I've added a GearMatchRotation that takes in a ratio. The left gear moves in response to the right gears rotation. This is a quick test. It'd be easier if I make the gear take in the count of the teeth and calculate the ratio automatically.
Next up I think will be slides and then cantilevers.
I should not I'm doing this inefficiently without Jobs now. I can switch that later. Plus it might be fine for Rabanaz, we'll see.
Spotted this beautiful sign at the Jianshui Railway Station! 🚉 It’s a powerful reminder of the diversity here in Yunnan. The message reads: “Promote all ethnic groups to hold together as tightly as pomegranate seeds.” It’s displayed in Chinese, the local indigenous script (likely Hani or Yi), and a phonetic transcription. A perfect sentiment to see before boarding the train to Dali. 🤝✨
#Jianshui #Yunnan #TravelChina #CulturalDiversity #JianshuiRailwayStation #Unity

I keep banging on about the same old things because I believe they are necessary.
#Justice #Equality #Education #Unity @worldfederalist the end of national #sovereignty & #patriarchalcapitalism.
I don't care what color your flag or political belief.
Only when we have balance between heart and mind will we start to recognise @universaljustice
I got the animator proxy setup to hook into animation mode. I also have a trivial gear that matches one object's offset to another object. The video shows how the left gear follows the first gear via a GearMatchPosition component. The right gear is animating normally.
Restoring positions on stop is a bit uncertain. I can do it, but it's not part of the standard approach that the animator is using. I don't see any way to hook into that.
In order to interface with the animator preview I can use a RigBuilder setup with a single RigProxy. Since this has a create / destroy method I can tell my Machine class to start/top. Then I can use LateUpdate to modify things -- let's see if I can get this to be temporary.
Hey #Unity developers, for your RPG game do you consider frameworks like Game Creator or ORK? Or you do all by yourself? #gamedev #programming #dev
Hey #Unity developers, for your RPG game do you consider frameworks like Game Creator or ORK? Or you do all by yourself? #gamedev #programming #dev
Today I'll attempt to build a mechanical based animation rigging in Unity. Yesterday I tried the Animation Rigging, but realized it can't do gear based animations correctly.
Follow me for updates throughout the day!
First hurdle: there doesn't appear to be a public way to interface with the animation playback, thus no way to work like a RigBuilder.