#Hi guys!

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terse thunder
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rapid scaffold
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Is it first person or third person? Is the prosthetic at the end of an animated limb, or itself the animated limb?

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Do the prosthethics need to be swapped during animations or do you always have just one

terse thunder
rapid scaffold
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Workflow optimization comes from figuring out what they share, or what they can share

terse thunder
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They are all gameobjects in the hierarchie of the player.

rapid scaffold
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Do they have the same bones
Do they have the same animations
Can they use the same animator parameters

terse thunder
rapid scaffold
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Furthermore the animator can be entirely different, but still be driven by parameters of the same name

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Which means they can share the code

terse thunder
rapid scaffold
terse thunder
# rapid scaffold In broad strokes yes But which one you'd choose depends on what your animated ob...

Got it.

Briefly: I think I've come to a conclusion and decided on a solution. Thanks for the advice!

But I have a question: do you personally think it would be practical to do it my way?

In short, I decided to keep it simple and stick it on the same layer where all the player's hits are processed (we're in a beat 'em up game). I'm not sure how convenient that will be. Of course, I'll also use built-in sub state-machines to make it easier to understand.

rapid scaffold