Remaking My First Game in 3D in My Own Game Engine!

Поделиться
HTML-код
  • Опубликовано: 29 ноя 2024

Комментарии • 213

  • @TheCherno
    @TheCherno  2 месяца назад +14

    Hope you enjoyed the video! Do you want to see more of this project? 👇
    Also a huge thank you to Fiverr for making this possible - head to fvrr.co/cherno to check out the services available to you and use code CHERNO for 10% off your first order!

  • @DaweHammer
    @DaweHammer 2 месяца назад +72

    13:00 Hey, the issue is happening because in the original animation, the pelvis bone's translation values are baked in pose mode to move a specific distance. Since the animation you downloaded was made for a standard human character but you're using a stylized character with a much lower pelvis, it's causing the pelvis to move underground. If you look closely, you'll see that the pelvis is actually moving the same distance in both cases.

    • @TheCherno
      @TheCherno  2 месяца назад +11

      Cool thanks, I'll have a look if that was the issue!

  • @EdTheGreat
    @EdTheGreat 2 месяца назад +49

    Make it a cliff but still put a collider on the water tiles. If the player goes to the edge (and touch the collider), it triggers an animation (like losing/maintaining balance) and push the player back a bit. Just as a feedback and to make it less boring.

    • @stefankarlsson4652
      @stefankarlsson4652 2 месяца назад +2

      Yeah, raise the whole land mass 10 meters up. Like you are on a Iceland.

    • @Fed0usi4
      @Fed0usi4 2 месяца назад +1

      Great idea, just wanted to write the same one. Just as a fun side note, i would add kind of a "game end" animation trigger if a player tries to go to the edge too many times. Lets say if he goes to the edge 3 times in a row he just falls off from it. Idk if all i said made sense i m sorry i m not a native speaker.

  • @johnlennon6170
    @johnlennon6170 2 месяца назад +6

    If it was me, To handle the grass/water transition I would make the water slightly lower than the grass. Then I would let the play walk off the grass into the water. When the player falls through the water (half way or completely submerged) I would make the game "bounce" or pop them back out of the water in the opposite direction of entry (kind of like how a ball filled with air would pop back out of the water if you held it under the water and let go). In my mind the bounce out of the water back on to land would be a bubbly animation with a nice splash sound.

  • @lanchanoinguyen2914
    @lanchanoinguyen2914 2 месяца назад +5

    I have learnt alot from cherno when i was starting opengl like bloom vfx and stuffs.His engine was an inspiration to me.

  • @caglnoah
    @caglnoah Месяц назад

    The Genesis era was an OG point in your channel. I was maybe 9 or 10, and I discovered your 3D and 2D game tutorial series. Those videos singlehandedly got me interested in programming. I've been making games, apps and various types of software as a hobby since then, and this year I started my freshman year of college studying CS. Thank you Cherno, for teaching me a skill I likely wouldn't have gained otherwise.

  • @fiverr
    @fiverr 2 месяца назад +8

    Julia showed out with your character design!! 😍

  • @yokrysty
    @yokrysty 2 месяца назад +1

    use some sand between grass and water, make the water like that cool animation that you showed, allow going into water and use a swim animation 😃
    i know it would be a lot of work, but the end result would be awesome

  • @Keregosh
    @Keregosh 2 месяца назад +1

    As a technical animator, I actually find painting weights really relaxing :). Love just puttin on some nice background music / podcast / cherno video and then i just paint my worries away :D.

  • @WhoLeb7
    @WhoLeb7 2 месяца назад +2

    Wow, the format is crazy. Very different from what we are used to, but awesome stuff. Thank you for the video

  • @commandercody6737
    @commandercody6737 2 месяца назад +27

    You gonna milk genesis to the hell dont ya 😂

    • @TheCherno
      @TheCherno  2 месяца назад +17

      🫡

    • @WibleWobble
      @WibleWobble 2 месяца назад +2

      hell yeah, as soon as hazel supports 4D we will get another genesis upgrade

  • @ljam0786
    @ljam0786 2 месяца назад +1

    I like the new experimentation on the video style

  • @brandtleymcminn
    @brandtleymcminn 20 дней назад

    Re: what to do with the water, take a page out of FromSoftware's playbook, you walk off a ledge and you die.
    As for visually delineating the ground/water boundary, having a means of using certain pixel colors as a mask could allow the material to manipulate each voxel using opacity, translation, displacement, etc.
    The material for the water voxels could have a slight transparency and each voxel could be animated/displaced with a shader to give the effect of waves or something. The water material could be have a y-offset so those voxels can be set lower than the ground voxels.
    The water plane could be its own tilemap of blue voxels and the material could use a vertex displacement shader to animate some perlin noise to simulate waves.
    The ground tilemap could be a heightmap texture that you implicitly map a green texture to the voxels. The heightmap displaces those voxels to give some varied topography/verticality, and if the player goes below the water plane, they effectively die. Granted voxels not having a collision mesh makes this idea moot, but could be a feasible option.

  • @nidavelliir
    @nidavelliir 2 месяца назад +26

    Finally some GOTY material

  • @LameDuckStudios
    @LameDuckStudios Месяц назад

    For the water... you could be fancy and use a raycast to check if the ground is water and if so, then don't walk there. It's super cheap to run and should work dynamically, which means it will work with any terrain layout and you can even have it check for things other than water like rocks, walls, basically if not ground then don't move.

  • @ot1phantomdo
    @ot1phantomdo 2 месяца назад

    What you can do that would be nice, is to make some sort of sand heightmap that goes from 0 to 1 (0.5 could be the land) and by distance from a land tile going further will decrease it. When it's generated, you can maybe generate a collider from heightmap like terrain collider works in Unity. Then you can go underwater with a shader being triggered when the camera goes underneath the plane vertex. After that, you can play an animation whenever the entire body of your character is under the plane or when wanting to go inside with a jump, playing a nice dive animation would be so cool ! It sound to be a lot thought !

  • @Barnardrab
    @Barnardrab 5 дней назад

    You made your sponsored segment relevant to the video. I gave it a like for that. It's so annoying when RUclipsrs abruptly drop a completely unrelated ad in the middle of their content.

  • @TheHyperplayer
    @TheHyperplayer 2 месяца назад

    You might want to add a backwards jump animation that triggers when touching a water tile and trigger a backwards jump (in the opposite walking direction) when touching water.
    Maybe also add a brief "sitting on the ground" animation and prevent movement until the character stands back up. That way it seems as if the gnome is afraid of water.

  • @aloluk
    @aloluk 2 месяца назад

    For your water barrier, i would make use of a physics material, which the game logic can query. Then rather than a solid invisible wall, you can make the player slow down and even change animation like they are stuck in sand. But they can turn around and speed up. Or auto turn the player around.

  • @LagowiecDev
    @LagowiecDev 2 месяца назад

    You can do that player drowns in water and then make transition screen to teleleport player to island, maybe removing some time for player or doing restarting/ending game

  • @skilz8098
    @skilz8098 2 месяца назад

    As for the water you could have the tiles that generate the water to be different shades of blue and from this you could procedurally generate say lighter shades of blue that are closer to the land and darker shades of blue that are farthest from the land. With this you can then chose which texture or tile to render for that specific region and you can use alpha blending between neighboring blocks or cells. Then after these values are averaged you can then generate a height map from this and again create a procedurally generated sloped terrain where the water has a different depth. A fairly decent technique could be a nearest neighbor radial Perlin Noise Generator that only requires a few samples to generate the required elevation as well as the final texture - material to be applied via the shaders. From here, you can just easily update the player's transforms based on the height. Now, we have to take into consideration the height of the character in contrast to the depth of the water. If the character's feet are still on the ground and their head or chin is still above water, they're still able to walk however, their movement speed should be reduced or dampened to give a sense of resistance. Now from here if the chin or face goes below the water you have a few options. Either A, the water is too deep, and you have the player drown, or B, you incorporate a swimming mechanic. If you choose option B then you also have a few more choices. You can implement swimming that is above the water and the player is always bound to the surface level of the water. Here the rate at which they swim could be determined by some stamina factor. If they run out of stamina either they aren't able to move until their stamina slowly increases or the end up drowning because they're so tired they can no longer swim. The other option of implementation for swimming is if the water is deep enough, you could allow for underwater swimming and could incorporate the breath or oxygen level. If they run out of oxygen and can't make it to the surface of the water, they would then drown. If they're able to swim up to being above the water, then they could recover their breath. Another possible option is to have all the water be shallow where it's only ankle to knee deep, never deep enough to drown in but the depth of the water would determine the movement speed through it. With this if the water is only shoe deep, then you could have little animations play of water splashing and for the sandy beach to generate footprints that have a lifetime or can be washed away by incoming ripples of water. The choice is yours. Another alternative is to allow them to go out into the water only as far as the water is no deeper than their chest. If you want them to explore across big bodies of water that are deeper, then you could also introduce a dock and boating system where the boats float on the water. Creating the effect of buoyancy isn't too difficult. A lot of these animations, texture renderings, etc. can be done at the shader level. The choice is yours.

  • @RebelliousCanadian
    @RebelliousCanadian Месяц назад

    Seams you want to keep the original tile map for the world vs creating a new height map approach. In that case I would use isometric like tiles and make a tile set for the for the ocean grass transition tiles. So if grass next to water use X tile. You can also randomize the transition tile rules, so some will be sand and some can be rough drops. Grass tiles should have some kind of noise algorithm and transition rules to give height between grass tile sets to give some height variance.

  • @KyleHarrisonRedacted
    @KyleHarrisonRedacted 2 месяца назад

    11:00 As the guy responsible for rigging every model i've ever had the pleasure of needing to animate.. yeah, yeah that reaction towards weight painting really nails it on the head.

  • @zinovychannel3848
    @zinovychannel3848 2 месяца назад +6

    13:00 - it might be because u didn't apply the scale when u scaled the character. Try pressing ctrl + a and then apply scale

  • @zeyorama
    @zeyorama 2 месяца назад

    Nice video, pardon my bad english. My take on how to deal with water would be as followed: Let the character enter the water. Let your movement getting slower and slower until you are about half way into the tile and then stop. Maybe submerge the character half way into the water to simulate depth.

  • @adamrushford
    @adamrushford Месяц назад +1

    PLAYER approaches water, PLAYER enters water up to neck level where they move ULTRA SLOWLY to discourage water exploration. Another option is to have PLAYER snap back to land after falling into water with an animation or message about not being able to or wanting to swim.

  • @grubzer1369
    @grubzer1369 2 месяца назад

    For water - make sea floor lower farther away you are from shore, and farther away you are, the slower you move towards outside. But moving back inside is the same. And if you go too far away, you drown/get eaten by shark/etc.

  • @Ayodehi
    @Ayodehi 2 месяца назад +2

    Add a swim mechanic but a surf that pushes you back.. that way you have a real physical reason why you can't venture away from land.

  • @maxbrauer6891
    @maxbrauer6891 2 месяца назад

    I think it could be nice to a swimming animation if you enter the water. This opens a whole new world to the game. Or you can just spawn a boat under the player and the player sails across the ocean.

  • @justinbentleybse
    @justinbentleybse 2 месяца назад

    Water is easy, test along the X and Z axes and diagonally for the closest land tile (maybe even only test toward center of map) and set character Y value (charY -= (charHeight / 4) * tileToLandVal) and if tileToLandVal > 5 then no movement if abs X or Z becoming greater from center/origin.

  • @brendandower9021
    @brendandower9021 2 месяца назад

    What would be cool is to have a tile thats half sand half water. Then as you go further into the water, the character/sprite goes down on the z plane, sdubmerging the player. Then perhaps when you get to head height you hit the colider mesh. You could optionally have a pop up that says "You cannot submerge your head under water".

  • @gabrielomane-yeboah
    @gabrielomane-yeboah 2 месяца назад +11

    I think you didn't apply the scale after resizing the bones so Blender assumes you're still using the original scale of the rig you imported.

    • @joseferrusca7410
      @joseferrusca7410 2 месяца назад +1

      Yup I was going to say this blender gets sad when you don’t apply all transformations

    • @TheCherno
      @TheCherno  2 месяца назад

      All transforms were applied

  • @Monoffel
    @Monoffel 2 месяца назад

    Easiest water solution that keeps the scope simple is allowing to enter water but it causes unalive. This will remove feeling of being locked in a tiny box, and yet players will never go into the water

  • @expired___milk
    @expired___milk 2 месяца назад

    When trying to go into the water an animation could play that tells the player that they can't move further. Maybe something like the one in smash bros when you're trying to walk off the stage.

  • @andrez383
    @andrez383 2 месяца назад

    Add a steep ramp so that the player gets submerged gradually when he steers into the water. Once the player is fully under water he gets a little oxygen bar. When the bar is empty the player dies. Add bubbles at the surface so you know where the player is.

  • @iamarugin
    @iamarugin 2 месяца назад

    We need more videos where you create something in Hazel. It is interesting to see what workflows you are using in the editor for different stuff.

  • @saeed47
    @saeed47 2 месяца назад

    Make so that when the character approaches the water, some component, inflatable boat maybe, pops up and the character can hop onto it to move around

  • @YXalr
    @YXalr 2 месяца назад

    Could you make water extend a bit to the adjacent ground tiles, so that they are in shallow water? The character could walk ankle-deep into the water before being blocked.

  • @zarodev
    @zarodev 2 месяца назад

    I think it would be a nice idea for the water to have some kind of terrain as in a height map and have a smother transition between land and sea

  • @Basel-ll8fj
    @Basel-ll8fj 2 месяца назад +1

    For rigging, I think Mixamo has automatic rigging if your character is in a T-pose, which could potentially save time compared to doing it manually

    • @TheCherno
      @TheCherno  2 месяца назад

      Didn't work for me for some reason, kept giving an error when I uploaded my character models.

  • @nghiapham6000
    @nghiapham6000 2 месяца назад +1

    Your advertising skills has improved a lot 😂

  • @blain20_
    @blain20_ 2 месяца назад

    It might be cool to let him go a few steps into the water, sink him down with each step, and hide his shoes, and then stop him. You could measure the distance from the nearest non-water tile to know when to stop.

  • @emilkaczmarek4641
    @emilkaczmarek4641 2 месяца назад +1

    I'd say, have something like sea level going lower and lower, when the player is fully submerged, death happens. If however someone somehow cheats and floats have huge rock wall far away form the sea shore in the sea.

    • @nuggetweeb573
      @nuggetweeb573 2 месяца назад

      why would you have a rock far away? you can just calculate whether a player can die based on how far from the shoreline they are, therefore how deep they should be instead of how deep they are

    • @emilkaczmarek4641
      @emilkaczmarek4641 2 месяца назад +1

      @@nuggetweeb573 Good idea, but in my opinion far-away rock would be visually better. Or something like a skydome like in Trackmania.

  • @CoderShare
    @CoderShare 2 месяца назад

    Just realized I've been subscribed for over 12 years now

  • @Joeis21
    @Joeis21 2 месяца назад +1

    You actually can drop the 3d character to mixamo and it auto rig it and you can chose animations and everything from there

  • @ikocheratcr
    @ikocheratcr 2 месяца назад

    I think the terrain water transition should have a ramp, so player will start to get into the water, and if player's head goes under water , player just drowns and loses.
    It allows to have notion of danger, but still allows for error in game play. Think of it as you move the barrier from the computer into player's mind ;)

    • @TheCherno
      @TheCherno  2 месяца назад

      I think I like this idea the best so far!

  • @Jsome13
    @Jsome13 Месяц назад

    17:00 - Might I recommend you look into Projective Geometric Algebra as it does away with all the weirdness of quaternions lol

  • @xeridea
    @xeridea 2 месяца назад

    "Without light, you don't see anything". Words of wisdom.

  • @MrLuigiBean1
    @MrLuigiBean1 2 месяца назад

    I think allowing the player to swim with a swim animation might be nice. From the level sprite, it seems like there's a ton of blue, swimmable space, so I think letting the player explore that might be nice.

  • @petabyt
    @petabyt 2 месяца назад

    This is a long shot, but make the map a spherical planet that you can walk all the way across.

  • @biigsmokee
    @biigsmokee Месяц назад

    Would love to see inverse kinematics / active ragdoll stuff

  • @adamrushford
    @adamrushford Месяц назад

    It was the scaling, you probably left a bone out of the selection or something... you probably have to manually include the root node, or it's destroyed on scaling if not done in the correct way most likely... sounds like a case that could easily be corrected with a do-over

  • @VladislavAkimenko
    @VladislavAkimenko 2 месяца назад

    It's a shame that the video only got 17k views, I'd like to see more GameDev content.

  • @Sourcer3r
    @Sourcer3r 2 месяца назад

    To prevent the player from swimming in the ocean, you could use a "fishing" animation and transition to it on the transition of land to water.
    For AI: make them 98% of the time not go in fishing state and quit after a fixed + weighted random amount of time... 'cause go fishing for a second looks weird.

  • @DanielMo0
    @DanielMo0 2 месяца назад

    Great❤ 1 question tho (not directly to this vid) : I follow your content since many years, also went into your payed patreon. 1 topic that really got me is how to get more or less efficient occlusion culling to work. It's very hard to find suffistcated info's about proper implementation. Maybe its worth a video about how to do it, where are the culprits/benefits and your personal thoughts about it (maybe questionable how to render bigger worlds with much detail)

  • @SerpaJavier
    @SerpaJavier 2 месяца назад

    I've heard that Captain Disillusion has an intern that's pretty good in blender.... Don't forget to apply the transforms every time you change scale and orientation.

  • @hayyans
    @hayyans 2 месяца назад

    Add a fence on the water side

  • @zeusdeux
    @zeusdeux 2 месяца назад

    For the water, a cliff drop with a waterfall would be awesome. Sort of like Asgard.

  • @maxi-g
    @maxi-g 2 месяца назад

    the level is a floating island and the water is a waterfall if you fall down you restart

  • @nuggetweeb573
    @nuggetweeb573 2 месяца назад

    I suggest you add a mechanic where the water is slightly lower than the shore, and if the player falls in they die or get spawned back to the closest point on the shore.

  • @ane3852
    @ane3852 2 месяца назад

    Make the water traversable. Either you can walk in and go deeper and deeper or you start swimming. Would be interesting to be able to swim or walk the entire map.

    • @johnarroyo6376
      @johnarroyo6376 2 месяца назад

      not swim, when water cover char completely... the char just die... that solve the problem with the water

  • @MagicMan123ification
    @MagicMan123ification 2 месяца назад

    Players want to go into water so make the platform.lower there so the water model goes to the waste of the player but make the player crazy slow like a 0.3 with that animation blend variable so a player would hate going in and also maybe have them go so slow it would feel like going into a wall and then detect if the vector the player is traveling in is going anywhere in the direction of land and speed it up to normal but quite instantly would give a good feel to it. Can just imagine ramiming into it like quick sand and swoosing back off to land.

    • @MagicMan123ification
      @MagicMan123ification 2 месяца назад

      And maybe add a slope to the water so the platform that's under the water that's next to land would have a angel. Don't know how you would iterate the platform to map to the land and water squares but yea

    • @MagicMan123ification
      @MagicMan123ification 2 месяца назад

      Don't know ifbit will.work but its a word I know use ray casting tob detect if a player is going back to land or just a detection ray that goes ahead in the direcrtion of the player to see if there is land to speed it back up

  • @bez_64
    @bez_64 2 месяца назад +2

    New viewer: Wow, cool!
    Long time viewer: *sweats*

  • @scottrim7216
    @scottrim7216 22 дня назад

    Love the videos

  • @Zekronz
    @Zekronz 2 месяца назад

    Doesn't mixamo let you upload your own character where you can define the locations of each body part and have it generate a proper skeleton for it?

  • @zeusdeux
    @zeusdeux 2 месяца назад +4

    Hazel will overthrow unity before gta6

  • @velho6298
    @velho6298 2 месяца назад +1

    I was expecting little bit more from the game focusing reproduction actually having graphic reproduction system 😂

  • @emamanagreh
    @emamanagreh 2 месяца назад

    I currently watching the 2D remake version

  • @ehaviv
    @ehaviv 2 месяца назад

    Why not use the Miximo build in rigging tool for your character and then use mixamo to fix all the animations you want to your model?!

  • @KamiSniShot
    @KamiSniShot 2 месяца назад +2

    Just implement the GTA Vice City treatment. You step in the water, you just die a horrible death

  • @gsestream
    @gsestream 2 месяца назад

    I still hold that pre-rendered skeletal animations into pre-made meshes are the most high quality, ie motion capture into pre-calculated 3d meshes is the most high quality you can get, skeletal systems are a bit in the middle solution, not guaranteed to produce correct solutions, like hands popping out of place and hair going through body etc. a bit cheesy easy solution the skeletal solution. why would a release 3d engine have to do the artists work. just display and render the final animations frame, just like in 2d, but in 3d. its an art design program used by the artist that does the skeletal stuff. keep it simple.

    • @gsestream
      @gsestream 2 месяца назад

      if the artist program, separated from the game program, curates the art content exactly, then the bones do not mess things up in the final game, and dont make the game code even more complex, in vain. every pre-calculated mesh is exactly where it needs to be, at 60fps, when rendering.

    • @gsestream
      @gsestream 2 месяца назад

      use only default pbr shaders, for all materials, just be-vary the drawn shapes and properties. yes for water, characters etc. pbr only. defaults shaders.

    • @gsestream
      @gsestream 2 месяца назад

      put walls in your house, that it does not let nasties through. make the water tile be infinitely high wall. unless you want to go for an adult swim. do you have ladder stepping.

  • @HalValla01
    @HalValla01 2 месяца назад

    yo, Cherno - is the Hazel engine publicly available for free for hobbyists? It's looking really neat these days and I kinda wanna get it and see how it differentiates from other engines out there

    • @TheCherno
      @TheCherno  2 месяца назад

      Available at the moment on Patreon to fund development (link in desc), with plans to be completely free to use in the future when it's ready!

  • @essamal-mansouri2689
    @essamal-mansouri2689 2 месяца назад

    Reminds me of a game called Tibia

  • @paradox8425
    @paradox8425 2 месяца назад +14

    20 years later: Remaking my first game in 4D hologram using C++++++

  • @mbarrio
    @mbarrio 2 месяца назад

    Nice video! Why do you grab the stupidly small microphone like that?

  • @psteven5
    @psteven5 2 месяца назад

    2:36 This is an understatement - particularly because of the joke explanation - but lighting is the most important thing for a 3D game's visuals. If you ever think your game is looking flat, your lighting is probably the first place you should make adjustments.

  • @nightfox6738
    @nightfox6738 Месяц назад

    Make it possible to swim in the water but you can only swim for a certain amount of time before you drown.

  • @brettrogers4208
    @brettrogers4208 2 месяца назад

    Wait...why did you not upload the fbx to mixamo, and then export the fbx generated with the rigging they provide... And download the animations too?

    • @TheCherno
      @TheCherno  2 месяца назад +1

      Didn't work for me, mixamo kept giving me an error 😔

    • @brettrogers4208
      @brettrogers4208 2 месяца назад

      @@TheCherno Bummer! Your solution was good, especially since you export as a gltf into Hazel, you were able to have all the animations and model as one file, whereas if you were able to get mixamo to behave, that may have been harder to do perhaps(?) anyways, thanks for replying, and thank you for continuing making great content and teaching me, and many others!!

  • @BobChess
    @BobChess 2 месяца назад

    Make you can swim. No need for an invisible wall

  • @roarlee6387
    @roarlee6387 Месяц назад

    Sink deeper into water as gou get further from land

  • @is_matt
    @is_matt 2 месяца назад

    Rotary phone is cool

  • @vaqquixx8620
    @vaqquixx8620 2 месяца назад +2

    19:08 Just casually adding in a new component to solve a problem

  • @catsANDgamesLOVERS
    @catsANDgamesLOVERS 2 месяца назад +1

    i think you should make it so you can swim in the water

  • @ModerateDev
    @ModerateDev 2 месяца назад +1

    Drowning 👀

  • @sadunozer2241
    @sadunozer2241 2 месяца назад

    I would use hazel if it didn’t have the c# part

  • @OminousA4
    @OminousA4 Месяц назад

    Make him swim and after a couple of seconds he gets swallowed by a whale 🐋. You will have to add a swimming animation tho...

  • @YourMaster000
    @YourMaster000 2 месяца назад

    do hazel have cpp scripting option too

  • @burhanyasir4614
    @burhanyasir4614 2 месяца назад

    WOW

  • @akademiacybersowa
    @akademiacybersowa 2 месяца назад

    15:20 How Hazel handles walk/run cycle synching for blending animations?

    • @0x356
      @0x356 2 месяца назад +1

      Currently is a very simple solution. We normalize animation time so that each animation goes from 0 (the beginning) to 1 (the end) and then assume that at a given normalized time the animations are in sync. (e.g. 0.25 through the walk animation is the same "phase" as 0.25 in the run animation). This is generally how the animations are set up on mixamo, so it works OK.
      Later we plan to be able to add annotations to each animation clip to mark where the various phases are (left foot down, left foot up, legs passing midway, etc.) which will then be used for some more sophisticated syncing.

  • @Amir_97
    @Amir_97 2 месяца назад

    my first solo game project was a remake of clock tower, I got a trailer of it on my channel :D

  • @theChroma75
    @theChroma75 2 месяца назад

    When you fall into the water you get rickrolled

  • @jouniosmala9921
    @jouniosmala9921 2 месяца назад

    Solving the Water problem, is to make animation to melt the character into acid.

  • @ifyourbored1283
    @ifyourbored1283 2 месяца назад

    What if when you go the edge of the world you kinda transition to the opposite side of the world like the entire world flips

  • @Dynamic.32
    @Dynamic.32 Месяц назад

    @21:06 what is this theme

  • @CompSciMathguy
    @CompSciMathguy 2 месяца назад +1

    Underwater looping around

  • @eineatombombe
    @eineatombombe Месяц назад

    mixamo has auto rig creator

  • @Basel-ll8fj
    @Basel-ll8fj 2 месяца назад

    Sony is proud of you 😁😁

  • @y4ni608
    @y4ni608 2 месяца назад

    Nice video

  • @homomorphic
    @homomorphic Месяц назад

    Just transition to a swimming animation.

  • @abacaabaca8131
    @abacaabaca8131 2 месяца назад

    There is difference between "real programmer", "professional programmer" and just "another coder".