Inverse Kinematics animations for Spring in Blender - Page 2

Inverse Kinematics animations for Spring in Blender

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PicassoCT
Journeywar Developer & Mapper
Posts: 10329
Joined: 24 Jan 2006, 21:12

Re: Inverse Kinematics animations for Spring in Blender

Post by PicassoCT »

It .. it could be implemented?

You have a widget that collects all visible units.

Then you have animations who look at a map of visible - and execute animations only if the unit is visible.

If you click somewhere else, the newly selected units get called - and there animations accelerated..

But you would need to decouple aim animations from this- meaning aiming turrets etc would still have to be executed no matter what.
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smoth
Posts: 22306
Joined: 13 Jan 2005, 00:46

Re: Inverse Kinematics animations for Spring in Blender

Post by smoth »

Beherith wrote: 06 Jun 2020, 00:42 Cause i'm used to it. You can change out the lines to lua, or just convert it, or even submit a PR ;)
<3 bos -> lua is no biggie :P
9heart wrote: 12 Aug 2020, 17:44 could one script some kind of an "anim LOD"? where units off-screen only receive major sim-frame updates every 30 frames or something
animations are synced
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