👉bokser👈 retweeted
Dragonling - Sleepyhead...
- Blocking for sleep anim
- Been working through emotional states
- Slow head/body tracking. Affected by emotion
- Refactoring bunch of stuff
👉bokser👈 retweeted
Dragonling | Perching First Hook Up
- @dbokser did the initial wiring. I hooked up the animations.
- Added hot key driven hand rotation in our XR scene
- This gave me lots of new ideas I'm working through
👉bokser👈 retweeted
Dragonling - Feeding time
- Got feeding generally working
- Worked on anim blends
- Refactored some things
#unity3d
👉bokser👈 retweeted
Dragonling | Getting back into it
@dbokser set me up a flat scene in Unity so I can work on things without a VR headset. Working through aiming issues and gonna make it easier to feed our little guy.
👉bokser👈 retweeted
cgmAnimFilters is easily one of my most used tools in the cgmToolbox. @dbokser made the first and I've picked at adding features now and then.
- Added some presets for each kind of filter
- Conversion
- Better rename
Will be in the next cgmTools update
👉bokser👈 retweeted
Every now and then, a friend will inform us that our game is “weird,” and we politely tell them that the correct term is “wonderful.” #screenshotsaturday #indiedev #indiegames #indiegamedev
👉bokser👈 retweeted
Dragonling - blocking in a new action for @dbokser . Grabbed some poses from my cycle for the wings to bring to help the fast block out.
Like to keep things rough till we get it in engine and get a feel for things.
mrsPoseManager FTW
👉bokser👈 retweeted
Dragonling in engine - Up and playing in Unity. Initial prefab and simple anim controller in. Working on another post about that process. Baton pass to @dbokser . I'm gonna poke him to post some of his WIP stuff.
👉bokser👈 retweeted
I'm so happy to share that the stairs update is liiiiiive. This is by far our biggest update that we've been cooking since *checks calendar* omg, since March x_x Huge thanks to everyone who helped us test it while in beta <3
Now lemme walk you through some of the new shinies 🧵
👉bokser👈 retweeted
New project with my buddy @dbokser . More on that soon. We wanted something in our wheelhouse while we hunt for full time gigs.
- Working through some character iteration.
- First half build is the gray one
- Found the arms a little short and not quite enough clearance. Added some head detail, thumbs and some more iteration for cleaner posing
This is one of the strengths of the Morpheus Rig System - fast rigs to test and iterate before committing to a model.
👉bokser👈 retweeted
This is a long thread about Square Enix, the Microsoft layoffs, AI, and Metcalfe's law.
👉bokser👈 retweeted
I just published a post on prototype I worked on a few years ago - Playscape medium.com/p/playscape-proto…
👉bokser👈 retweeted
Here's my updated demo reel. Most of it is work from my time at Discord. I'm looking for new opportunities.
👉bokser👈 retweeted
I just published part 2 of my project posts on Playscape — Cocos Transition medium.com/p/playscape-cocos…
👉bokser👈 retweeted
I just published part 3 of my posts on Playscape — Sprint to MVP medium.com/p/playscape-sprin…
👉bokser👈 retweeted
Implemented @3DMattias's UV adjacency map method in Unity, used together with @Michael_Moroz_'s reintegration-tracking based shallow water SPH fluid solver. Simulation happens entirely in UV space, fluid nicely flows over UV seams. #madewithunity #gamedev #unity3d
👉bokser👈 retweeted
I hardly see people bring up Richard Williams, he's the GOD of animation like how do you even animate something with this much detail
👉bokser👈 retweeted
Here's the ripple #tutorial as promised in last weeks #screenshotsaturday vfxmike.blogspot.com/2018/10… you can also skip to the #github repo if you want: github.com/SquirrelyJones/Dy… #unity3d #madewithunity #VFX #realtimeVFX #gameart #gamedev #shaders #indiedev #water











