Look at Zen's super stretchy leg and eject-o-foot from: https://www.youtube.com/watch?v=7t0hLZd_8Z4 …pic.twitter.com/6TVZo3xiE8
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Replying to @marmalade_tim
Hi, I have a question, how did you make a skeleton work with a controller and camera rig?
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Replying to @ktp4life
That was
@mattheweboehm's talk, so address questions to him ;)1 reply 0 retweets 0 likes -
Replying to @marmalade_tim @mattheweboehm
oh cool thanks, sorry. Hi Matt, what is the best way to do arms being attached to controllers, skeleton or use joints in Unity?
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Replying to @ktp4life @marmalade_tim
Sadly, I don't have experience with Unity. Guessing, I'd use skel with data from anim in Maya. Unity joints for physics or simpler props
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Replying to @mattheweboehm @marmalade_tim
AHH, that makes sense, sorry it's okay. I had issues. I had a rigged mesh and tried to attach controllers to the end but physics didn't work
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Replying to @ktp4life @mattheweboehm
Physics and first person animation in Overwatch are entirely separated, aren't they?
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Oh yeah, we have some things with that use physics or ragdoll (D.va's pistol has a key chain that swings.) We toggle it on or off for anims.
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Replying to @mattheweboehm @marmalade_tim
that makes sense, turn off anims when physics are in play, that's necessary since the physics system & anim could fight each other, not good
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