Developer's Diary #79 (Patreon)
Content
Hi folks!
This week I spent some time working on the character model an animation framework.
First, I managed to make all current characters use the new Unity rigging system, allowing me to use cool stuff like real time inverse kinematic animations. It's taking a fair amount of work to convert the animations I already had, but my workflow will be a lot easier as I won't need to convert animations made in Blender anymore! This will not only boost content creation speed, but more importantly, help with "that" kind of animation where... stuff has to properly... "align".
Second, I managed to add "Illusion" style physics to flexible parts of the models that I needed to animate manually before. Bounciness still needs some adjustments !
Finally, I'm also "tuning" the geometries. If you played my previous games, you probably know I'm not a fan of the "huge knockers" aesthetics. But most of these models enter the Flat Earth category sometimes in uncomfortable levels. The cool of real time 3D is that you'll be able to choose in game settings if you want the original or "enhanced" looks.

So... Which one do you prefer ?
I hope I can get back to making new content in a couple of days when these new features are completely integrated.
See you soon,
Peace!