This thanksgiving I was mostly playing videogames but I took some time and wrote a compression deformer to preserve geometry volume better.
It's not perfect but essentially it compares the face areas before and after skinning is applied and pushes compressed face-vertices out towards their normal.
It makes me really proud to show the Overwatch 2 announcement. I have the privilege to work on this game alongside some incredible people and I can't wait to show more in the future
Just wanted to share a game prototype I did a while ago to learn Unreal Engine. You are a good spaceship that shoots a bunch of evil spaceships. You can jump from planet to planet to encounter more evil spaceships to shoot. Good elevator pitch right?
Before this thing dies on my hard drive I figured I might as well share it on here.
The thing that took me a while to figure out is how to snap the ship to the planets. I really like Unreal Engine because it allowed me to make a closest point on sphere node which ultimately made all this work.
Apologies for the crap audio, sounds better on my machine. 🙉
Let me know what you think!
Been a while since I last posted anything on here but I have not stopped doing cool stuff!
Recently I saw a post by a friend that showed a distance constraint and that inspired me to try it myself. It's pretty simple, the target just stays in a sphere around a source on a vector between them and its super cool when its chained together.
In this example below I added a little springiness to each segment, fun experiment 🍺🤓
Here is some more information including code samples if you want to try it out yourself https://zalo.github.io/blog/constraints/ (Huge thanks to Johnathon Selstad for sharing!)