Okay, I’ve been playing with Unity for almost a month now, getting to learn the ins and outs of the system (thanks to everyone who made the tutorials and projects to play with… very helpful) and getting to understand JS. The forums have been very helpful in finding small things to get me started.
Here’s my ultimate goal: I want to make a sort of game where you can manipulate a set of mannequins to play a series a short animation of interaction between 3 mannequin characters.
Of course, the mannequins will have a skeleton with bones to manipulate, but here’s is what I envision (and what I’d love to hear feedback from the experts in the community):
-Be able to select body parts of the mannequin and be able to rotate and translate the bodypart (which may mean ik should be baked in, correct…? if you’re pulling on a hand, the arm and body should follow)
-Be able to move forward and backward along a short timeline and watch your animation as you develop it (like an animator would), changing and rotating parts and having thing reinterpolate as you go.
-A simple stage setup where a main camera can be moved about as needed to focus on the mannequins in order to help manipulate them.
Some of the problems I’m seeing may be at my approach. At first I thought just selecting a bodypart and having it highlight upon selection seems very easy if it’s a primitive. I’ve been playing with rigidbodies and that also maybe be my problem. I can select/highlight primitive objects, but selection of bones seems to be more difficult. Would it be simpler to have an interface that would allow you to select the body parts (Pick mannequin, pick bodypart) and have buttons for translating and sliders for rotating (Yaw, Pitch, Roll)? Or could there still be a mouse click select a body part and adjust the parameters in a similar way rather than a series of bodypart buttons (or dials, like Poser). Perhaps keypresses for isolating the dimension want to rotate or translate? I find that it’s easy to find the child of a gameobject, but not very easy to find the parent of a gameobject.
For the second, I think a simple GUI slider bar would be appropriate, where you could press play, stop, ff, rev, step, or drag the bar around to the time (about a minute of time). You can stop the bar at any point and change a body part location and have the game re-interpolate the movement. Would a keyframe button work better, inserting keyframes for where a player wants a bodypart to change? What about a copy keyframe ability? Would that be useful as well?
The big picture is to have people play scenarios, putting together how they would interpret a situation between various characters.
I hope this post isn’t too confusing, and I hope to be asking a lot more questions as time goes on while I work on this. Thanks!
-Ken