First of it's kind custom collision shapes animation.

I've been rolling this around in my head for a while and today I was able to cobble it together and do a custom collision animation. Watch the demo.

Comments

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    very cool!

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881

    Nice! Congratulations on getting it to work.

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    Thanks, the new ability to add iterations to a loop really made it possible.

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    so are you storing the collision data in a table and updating it based on the animation frame?

  • HopscotchHopscotch Member, PRO Posts: 2,782

    Cool, lots of possibilities!

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited May 2016

    @jonmulcahy said:
    so are you storing the collision data in a table and updating it based on the animation frame?

    Nope. Since the data needs to be imported that's not possible.

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    @Lost_Oasis_Games said:

    @jonmulcahy said:
    so are you storing the collision data in a table and updating it based on the animation frame?

    Nope.

    mysterious!

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    @jonmulcahy said:

    @Lost_Oasis_Games said:

    @jonmulcahy said:
    so are you storing the collision data in a table and updating it based on the animation frame?

    Nope.

    mysterious!

    This one is going to be a for sale template... ;)

  • SocksSocks London, UK.Member Posts: 12,822
    edited May 2016

    @Lost_Oasis_Games said:

    @jonmulcahy said:
    so are you storing the collision data in a table and updating it based on the animation frame?

    Nope. Since the data needs to be imported that's not possible.

    However you're doing it . . . it works ! Nice stuff ! :)

  • DuesDues Member Posts: 1,159

    Cool stuff! :)

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited May 2016

    @Socks said:

    @Lost_Oasis_Games said:

    @jonmulcahy said:
    so are you storing the collision data in a table and updating it based on the animation frame?

    Nope. Since the data needs to be imported that's not possible.

    However you're doing it . . . it works ! Nice stuff ! :)

    ;) and 60fps

  • SocksSocks London, UK.Member Posts: 12,822

    @Lost_Oasis_Games said:

    @Socks said:

    @Lost_Oasis_Games said:

    @jonmulcahy said:
    so are you storing the collision data in a table and updating it based on the animation frame?

    Nope. Since the data needs to be imported that's not possible.

    I'm going to guess you are rapidly cycling through actors ?

    However you're doing it . . . it works ! Nice stuff ! :)

    ;) and 60fps

    Wow ! If you are doing it the way I think you are doing it, and at 60fps, then that's pretty impressive !

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    I just need to add notes and do a private video and put it up on GSHelper.

  • ArmellineArmelline Member, PRO Posts: 5,421

    Guru showed me it this morning and it's clever stuff!

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    Very cool!

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited May 2016

    I decided it was best to do it as a videos series to explain how to do it. I recorded the five parts today and will be hosting it on my Vimo On Demand site.

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