Here we go. I’m happy to share a progress about the game I’m developing: Drum Simulator.
What is it?
Online drum simulator in 3d. Being developed with Blender and Unity3d, web-based (Unity Web Player). Also, using Playmaker.
A few reasons to try:
Play jam session with friends
Quickly record inspiration, not involving big software
Try out musical ideas
Learn the basics of drumming
Play along with the music
Make fun
Quick and easy online drums. And actually I’m trying hard to make it sound good enough
Development
I’m developing Drums from the comfort of my pajamas. Assets are being developed in Blender, composed and scripted in Unity3d with Playmaker.
Community
I’d want to share the progress of development and make this project open in terms of communication.
What does it mean? If there is an interest to this project, I’m happy to make video diary, tutorials, share some assets. If things go well, we’ll see whole lot of interesting content, related to Blender and Unity cooperation, import/export between this environments, developing assets for game engine and so on.
Roadmap:
Customizable input (keymap)
Record session
Midi support
Play along with music
Feel free to leave a comment! Your feedback is important to me.
You could just do that directly in Unity. You get the same effect. Instead of creating an empty in Blender and reimporting it, you could just create an empty in Unity and parent your desired object to it. This will save you some time instead of going back to blender, parenting it and re-importing it.
This is good for when you need to set a pivot on a opening door for example because you forgot to set it properly in the 3d software before exporting. And if you need to get a more accurate pivot set, you could just hold the v key down to allow your empty game object (pivot) to snap to a certain vertex of your mesh object, once you have the empty snapped to a certain part of your mesh object, you then just parent the mesh to the pivot.
Anyway, nice to hear that your drum game is coming along. Keep it up
Thanks, mate! You’re right, it’s fine to parent to an empty directly in Unity.
On the other hand - no need to going back to Blender, we can parent to an empty straight away, then export. And don’t bother with positioning it in Unity, parenting, dragging into prefab and so on for every imported object. If I’m correct, Unity doesn’t have built in tools to quickly align position of one object to another.
In my opinion, in a complex scene this process of parenting to an empty can become time consuming, if done in Unity (locate object, copy coordinates of the object and pasting it to an empty and so on). But I suppose there should be some scripts to automate this operations in Unity.
You could put each keyboard/gamepad shortcut on top of the part it maps to. Even if it is rendered very faint I think I would be helpful or with an option to turn it on/off like a tutorial.
Do you know you can use Blender .blend files directly into Unity?
I don’t see the point of exporting to Autodesk’s FBX, it seems like that would cause problems.
Cool idea, agree with you! I’m already in the process of realizing it, so in the nearest future we’ll see it :).
Blend files could be the solution, and there are strong points about using it. On the other hand, exporting .blend files directly has its own problems: for example, it constraints us to not separate working scene and asset. And sometimes it could lead to 1 blend file per asset workflow. All in all, it depends on the habits.
I can tell you put a lot of work in on the drum model. How will you control the sticks? You should make the controls like octodad as in you hold down R1 or R2(depending on hand) and then use the bumpers to move the sticks. That would be really fun. Well to do that you’d have to make it first person and also add some pedal controls ,but it would be a great thing and I’d buy!
I don’t have time to watch all the vlogs unfortunately, but if you haven’t added rebindable keys than make sure to do so! Every drum player will have different tastes.