dude I had to literally resort to that on day 2 because 6DOFJoint's motor, which I use to make some of the movements, does not work properly on GodotPhysics3D. I read that the godot devs had to sort of make their own physics engine because the previous one that they were using(bullet physics) weren't going to give support to use in games. And there's also a huge performance boost in jolt so it's great.
Originally Posted by
Kirito
i considered a game working like that years ago but with all my brainstorming i couldnt figure out a way to have the same... fidelity toribash gives you? whats ur approach to that? have one key be bound to multiple moves? like x for ur punch movememory ctrl+x or whatever and u do a backflip or some shit
more or less that, I'm going more for a scriptable approach. I'm still trying to figure out a good GUI for that but right now you can control what each joint does, and how hard it does(contract left arm with force of 500 is basically LAF>500). A pose is a bunch of joint controls on the same frame(contract both arms with force of 500 is LAF>500,RAF>500), and a pose sequence is a bunch of poses in sequence. in the pose sequencer you can input for how long each pose last before going to the next one(contract both arms for one second and then extend).
But a big plan is to be able to cancel out of an animation into another, so if you have a crouch animation for example, you can cancel it into a double leg take down or a raising uppercut, or if you have a left dodge you can also cancel it into a left hook.
The actual game I plan to be more like, you already have every pose sequence bound to your keys, so for example, you press Q to execute a standing pose, W to step forward, E for straight, R for hook etc.
Last edited by victortb; Sep 15, 2024 at 09:05 PM.