Hello, I am Cyrus Majidy, a digital media and game design student at the Westphal College of Media Arts and Design at Drexel University. I am looking to increase my skills in, and possibly specialize in combat design, or just to get good with Mecanim in Unity.
Right now, my goal is to capture tons of MoCap animations, then use these animations to make combat systems in Unity. First, I will be focusing on animation layers, blend trees, and IK in Unity.
The game idea is an FPS/3PS where the character is a super-soldier or some incredibly hypersensitive enhanced person. In all honesty, I have countless game ideas, all revolving around different types of combatants and enhanced people from samurai to super soldiers to telekinetic super-beings with unreal mental and physical attributes.
I have seen people use Unity IK to modify the angle at which a character is aiming a gun, or detect, reach out, and touch a wall.
Perhaps we want the player character in a 3rd-person game to be able to auto-target and shoot anything onscreen? Maybe we want more challenging enemy types in an FPS can do things like deflect the player's bullets with a sword, having the sword move exactly to contact of each round to add more realism, or reach out and grab the player with telekinesis without looking at the player. Or, perhaps we want the player to be able to catch enemy grenades midair, and have the hand move exactly to contact? Maybe we just want to make a simple game of catch? My goal is to test the limitations of Unity IK and see what is easily possible and what is not as easily realized.
My process/pipeline will be as follows: model and rig characters in Blender, motion capture in Vicon Blade, re-targeting and enhancing MoCap animations to character rigs in Motion builder, then experimenting with animation layers and IK in Unity.
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