Slowly getting there
Last week I fixed most if not all the issues in the gameplay engine, so now it's running normally with the gameplay and the physics identical to the non-Unity beta.
After that, I added back the input & its configuration, the in-game GUI, the court lines, the Aiming Preview, the Danger Zone, the Ball Impact and its Preview, so it's getting close of a playable state, except the animations are still missing, and also some little things (eg: the ball size can't be changed and it's currently too big
I even added the code to scale correctly the in-game GUI, so it's not strangely stretched anymore when your screen is not 16:9.
And then in the 1st half of this week, I put back the camera handling, so now it works same than before, and even a little bit better for the 3rd person camera as it looks up faster and more naturally when you're facing a lob or a high ball.Kid interlude (skip to the end if you don't want to hear about kid issue )
So the main reason I'm working slower than hoped is my son. Since he's born, I always think it'll get better soon, in a few months. Actually, it almost never does.
And since last September, he got into a big rebel phase : it's like the adolescence, but it happens to babies usually between 2 and 3 years old ; for ours, it even started at 18 months old.
So he fights with his mum a lot, especially as now they have issues to understand each other (she's Thai and doesn't speak much French for now
) ; it means I hear screaming almost all day long when my mum doesn't take him to her house, and thus I get up from my chair every 5 or 10 minutes to diffuse the situation. Plus he constantly wants to play with me as I'm way more fun than his mum...
Anyway, I thought again it'd get better after a couple of months, but it didn't. The only improvement is that since December he understands French very well and thus I was able to find tactics to calm him down and change his mind, but it's very tiring to deal with him all day long (and at night as well, like in January-February when he was waking up super early and couldn't sleep anymore).
Since last September, I don't have leisure time anymore, as I spent all my free time (or some more) taking care of my son, so he & my wife don't get (too) crazy.
So this month I thought it was time to put him in a nursery, or more exactly with a nanny, as there's no nursery near our home, as his language skills were good enough to tell me if he was not happy going there or anything else. Unfortunately, the couple of nannies around our home are fully booked, so I'm stuck in this situation till September, when he should start to go to school.
In average, I can currently put about 20 hours of work into TEM2 per week, but I'd really like to go up 25 hours, which is my normal rate, or even 30 hours, which is my normal rate in the months before the final release of a game. (and it could up to 80 hours during the couple of weeks before release
)Kid Interlude's over
So anyway I'm still there and still progressing, so let's look the next task : the animation system ! This one is a big chunk, somewhat complex, but hopefully not too complex nor too big, so I could get the basics done by end of the week.
I'll take this occasion to change a bit the foundation, so adding new anim to Mod the game will get easier : it won't be required to change the GameSys.ini anymore ; it'll be easier and faster to put new anim in the game, and this will allow combining a lot more easily animations from different sources.
BTW, it makes me think : the .anim files won't be compatible directly with TEM2/TE4. It'll be required to export the original .max file to .FBX, and before to do so, you'll have to do this (I note it here so I won't forget it
- open your original anim file in Max (ie: the .max, not the .anim)
- select a player bone (eg: the skull)
- select the motion tab on top right
- click on "Figure mode" in the Biped zone (*)
- turn on "Triangle neck" in the Structure zone
- turn off "Figure mode" in the Biped zone
- save your file
And to export it to FBX :
- right-click on the play animation icon on the bottom right
- set the start time and end time so the timeline contains only the animation (eg: it shouldn't have a waiting time at the end after the animation)
- click on the Max icon on the top left (ie: the file menu) then click on Export
- select .FBX in the file dialog box, enter a name and click on Save
- in the exportation dialog, turn on "Animation" in the Animation zone, and click Ok
- your .FBX is ready to be imported into Unity, which will require a dedicated tutorial !
That's all for this time. Cu soon for an update full of working animations, or at least, I hope so ! EDIT May 2019:
(*) Turning on the Figure Mode messed up 1 of my animations (out of 150), by rotating the whole body. In such case, before to turn the Figure Mode on, you have to set all keys to free (instead of planted or sliding), turn on the Figure Mode, turn it off, and then activate "Move All Mode", and apply the correction rotation so the body is oriented back correctly (in my case, it was 70°), and then set back correctly all the planted & sliding keys (it's usually used for the feet).
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