After discovering the Joint and IK Handle tools in Maya, I decided to implement IK in my animation editor:
It works much better for animation than the particles and constraints; it's like a cross between that system and the bone hierarchy in the old version. I used Cyclic Coordinate Descent for the IK solver.
October 27, 2007
October 20, 2007
old pixel art
Some old sprites for my RPG that never got made:
Some of the pixels were shamelessly ripped from Seiken Densetsu 3 and Chrono Trigger sprites.
Perfect Dark mod for Soldat, Part I:
Part II:
For this mod I also did all the little in-game graphics and ripped the sounds directly out of Perfect Dark using an N64 emulator. The second part was made 2 years after the first part, and was never fully completed.
Some of the pixels were shamelessly ripped from Seiken Densetsu 3 and Chrono Trigger sprites.
Perfect Dark mod for Soldat, Part I:
Part II:
For this mod I also did all the little in-game graphics and ripped the sounds directly out of Perfect Dark using an N64 emulator. The second part was made 2 years after the first part, and was never fully completed.
October 18, 2007
October 17, 2007
more physics
Another simple physics test:
I made the wheels "turn" - when a particle is in contact with a line segment, and the left or right key is pressed, a force perpendicular to the line is applied to the particle. It's pretty fun to play with.
I made the wheels "turn" - when a particle is in contact with a line segment, and the left or right key is pressed, a force perpendicular to the line is applied to the particle. It's pretty fun to play with.
October 15, 2007
planets
I made these a long time ago, but I still like them.
I'm pretty sure I used this planet tutorial and this starfield tutorial.
I'm pretty sure I used this planet tutorial and this starfield tutorial.