Road To Beta #4 – Initial invite!
It’s been a busy few weeks but often times it’s hard to see that progress. Josh has been animating on a gig and David has been switching day jobs so our time has also been split a bit. However, we’ve been making steady progress and nailing down final needs for launch.
One thing that we want to do is start connecting with our potential and current users in a new format. So we’re inviting all who want to for this initial test to join us on our Discord server.
A few initial rules for the Discord server:
- Real names required
- Insulting, demeaning or otherwise offensive behavior may result in an immediate kick
Back to getting ready for our initial full roll out here, there are a few things keeping us from releasing rigs quite yet even though we’d like to polish up:
- First impressions – there are still a number of small features we’re implementing we want in to give the best first impression to new potential users.
- Asset section of the site – We need to get the asset portion of the site ready to post rigs so we don’t just end up setting up dropbox share links for our initial release.
- Production ready – We’re trying to prep the tools to be fully production ready from the get go and are doing some pitches to clients along that line. When we release we want our users to have everything they need to start making games.
We updated the status data on MRS progress this week.
RIGBLOCK - MASTER
RIGBLOCK - Head
RIGBLOCK - SEGMENT
RIGBLOCK - Limb
RIGBLOCK - Eye
MRSANIMATE - New features
Back end stuff continues to churn…might have a better picture next week.
- Setup a discord server we’re playing with as a way to give better direct communication with subscribers.
- Subscription back-end implemented
- Voting architecture first pass
- Paywall for certain posts implemented
- Working on using issues more to track bugs
- Trying their implementation with Trello to to general tracking as we move through this sprint. Check it out here.
On the Unity front, David is working through implementing the jump mechanics on the character package. Since the Morpheus for Unity package is targeted primarily toward animators to bring their beautiful animations to life within the game engine, we’d like to give the animators as much control as possible within the animation. While jump height and timing which is often controlled completely through physics in-engine in many character packages, we’d like to transfer that control over to the animator.
One of the major issues with root motion jump animation, though, is that you don’t know where the character is going to end up. What happens when you jump off a ledge? You don’t want the root motion to just handle the landing so the character lands Wil-E Coyote style in the air before he realizes there’s nothing below him and starts falling.
So, to create a nice blend between allowing animators to control that jump height visually but still allow for physics driven falling, we’ll split the jump animation out into multiple states. The animator will animate the jump as shown in the animations above, but the states will be swapped mid animation – at the uppermost bounds of the jump, we’ll switch into a falling state and physics will take over, taking the current trajectory of the jump and applying it to the physics state, and swapping to a blend tree that will take the 2 most extreme poses of the jump – the last frame of the start of the jump, and the pose right before the landing. The downward velocity will feed into that blend tree so that the character doesn’t appear still when physics takes over. Then when the character hits the ground, it will switch into the land state and transition out into the ground movement package.
We’ll do a tutorial on how to set up your jumps properly as we progress further and have this implemented, but this is the general thinking for how jumping will operate in the character package.
- Eye – through to skeleton state complete
- Master – Added a new control offset visualization to make this concept more clear
- Segment/Limb – polishing, improving, fixing bugs
We’ve not been satisfied with how joints are dispersed on a surface in all cases. Sometimes you want an even reparameterized like flow regardless of the controller position. Bokser has been playing with some ideas and we’re looking forward to rolling them into a rig to test. In this example the new method is the green boxes.
Doing some work to be able to support insect like legs and other creature items. Here’s a look at some rough templating….