n0rtygames wrote:
YES. A MILLION TIMES YES.
A kickstarter with an actual downloadable demo too! The world is slowly being put to rights...
This looks far more intuitive than some of the vector based stuff and honestly, despite the "cardboard cutout" look - I actually have uses for this. If I had the spare cash right now - I'd even make that £500 pledge. Sadly, I'm moving house and all my projects are on hold along with my wallet. Bah!
I will definately pledge though, if you can answer a few questions:
Using Unity - I assume that I can take an approach of having one of my custom character controllers in place and simply have an asset created by your package sitting as a child of that, then have an external script tell it which animations etc to play?
Fairly easy to talk to it from a C# script? Can you provide a short example of this? Even if it's just ObjectyObject.PlayAnim("Wiggle");
Cheers!
Steve
Hey there the approach you describe is the general approach we would like to take on all targets. Either attach the actor an existing entity or make it is own entity (depending on platform). You would then have control to lookup certain bones positions; look up hotspot positions, set animations, scale, etc.
We do not have any specifics yet for unity as we are looking for the kickstarter to fund part of this. It is a high priority to make this work on different platforms so once the campaign finishes we will be looking to get this done.
I hope that answers your queries and is not to generic
