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ALIVE MECHANICS

It's been a bit of work but I reached the part where I can work on Alive-like mechanics, to bring the Aeternum Studio models to life. I barely scratched the surface in the video above but I'm excited with how promising it looks. I did a gaze system and it works also with other animations happening on the model, like classic mocap-style scripted animations.

I added a system for realistic head movement, to have the model switch around the head angle positions and lean more. Currently I'm working on the eyelids, trying to make their movement as realistic as I can. I also added eyes microsaccades and some other rapid eye movement.

UI & editor

I like the InZOI user interface very much. I think it's great, very clean and efficient. I'm studying it and trying to learn from it. I think separating the editor from gameplay is the most efficient way to proceed with Aeternum Studio as well. Things would get very messy and complicated otherwise. So I'm currently working towards an Editor Mode, dedicated to customizing the models, rooms and likely a few other things like tattoos & makeup.

Bonus, driving

This was not planned but I experimented with driving too a little and it's working very well! I'll try to add something around this mechanic too since it's very easy to use and it can add so much, but likely later after other more urgent components and features.

Files

Previews only

WIP DEVLOG #10 | AETERNUM STUDIO

work in progress! working on Aeternum Studio core mechanics

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