Here's something recent I've been working on for a bit of fun. It's a grid system with fog of war for Unity3D. It is in its early stages at the moment, but it gives you a decent idea how some of the back-end works.
Here it is with a high cell size and a high resolution fog of war texture (for clarity of grid).
Sphere is a Unit, the big cube is a Building, and the other cubes are discoverable objects or set models that respect fog of war.
The grid is scale-able in both size (maintains cell size) and cell size (maintains size). Unity sight range and radii are based on cell sizes so they scale with cell size.
This grid will support any mesh for terrain, not just flat planes. It can also support a very high amount of cells per grid, as it is not instantiating an entire GameObject per cell. The grid lines are a simple projector, scaled to correct size, and with repeating texture.
I don't have pathing done, which will enable the unit to navigate from point A to point B by itself. So for now it just follows the mouse, at the collision point between the mouse ray and the ground.
Fog of war is computed on a per-cell basis, and upscaled to a higher resolution texture to avoid interpolation problems. In the ground shader, I simply multiply in the fog-of-war texture. In each object's shader, I check it's cell's visibility, and multiply by the appropriate tint. Simple.
I could go on and on, but I hope someone else finds this stuff interesting! I'll follow up with progress as I would like to release this for other Unity users.
-K
A Blog on Rigging and Programming to be used as a helpful resource and a demonstration of my work. Enjoy!
Tuesday, September 18, 2012
Friday, September 7, 2012
Soft Feet + {
Labels:
Deformer,
Maya,
nCloth,
Rigging,
Simulation
I did a little more work on the Beast's Soft Feet and thought I'd post the result. The goal was to make the nail extending and retracting more true to a realistic cat paw.
This was my reference for the nail pivot:
The nail pivot was a simple matter of adding a bone or 2 to the end of the nail to use to pivot the nail. The trick was getting the skin to wrap around the nail as it extends and retracts. For this I decided nCloth was the best bet to get a realistic effect.
Comment below to ask questions or give feedback! Hope this helps!
-K
- The model needed to be changed to adapt to the improved rig.
- The nail needed to pivot around the toe joint accurately.
- The surrounding skin needed to react to the nail.
This was my reference for the nail pivot:
The nail pivot was a simple matter of adding a bone or 2 to the end of the nail to use to pivot the nail. The trick was getting the skin to wrap around the nail as it extends and retracts. For this I decided nCloth was the best bet to get a realistic effect.
Skin Cinch {
I didn't want to simulate the entire mesh, since I wanted the skin around the nail to have really accurate collision (high settings). So I created a cinch around the nail. The cinch is an nCloth with dynamic constraints for maintaining transforms and attracting toward the nail. The nail is a passive collider for the skin cinch, so it never penetrates the nail itself. I then use the cinch as an influence on the actual mesh. This avoids simulating the entire mesh and focuses the simulation on the area that matters.Comment below to ask questions or give feedback! Hope this helps!
-K
Wednesday, September 5, 2012
No-Flip Quadruped Foreleg {
Credit to Morgan Loomis for initial leg rigs (Foreleg, Hind leg)
I'd like to share my No-Flip solution to quadruped legs rig. I'll briefly explain the initial leg rigs, but will focus primarily on the No-Flip nature of them. If you want more information on the initial rigs, check out the links above.
As with any IK solver, flipping is a common and troublesome problem. Once the IK handle breaks the IK origin's plane, the knee flips around. This is almost never a desirable effect. So here's my No-Flip solution.
Duplicate the joint chain, rename to "02"s, and remove "wrist_02_jt". Add an IK RP solver from "shoulder_02_jt" to "foot_02_jt" (kneeIK). Create a locator called "knee_PV" and use it as a poleVectorConstraint with "knee_IK". This will be our driver IK.
Add another RP IK from "shoulder_01_jt" to "wrist_01_jt" and name it "ankle_IK". Group it, place the group as a child of "elbow_02_jt", and snap-drag its pivot (hold d+v) to "foot_01_jt". This allows the wrist to pivot by rotating the "pivotAnkle_grp", while keeping it aligned with the forearm! This is the main genius behind Morgan's rig.
Now let's include the foot and toe. Create a SC IK from "wrist_01_jt" to "foot_01_jt" and name it "foot_IK". Now create another SC IK from "foot_01_jt" to "toe_01_jt" and name it "toe_IK".
Let's make a control handle. Create a NURBSCircle, name it "foot_ctrl", and snap it (hold v) to "foot_01_jt". Place all the other IKs under it ("knee_IK", "foot_IK", "toe_IK").
We have now completed the Foreleg rig by Morgan! Now let's make it No-Flip!
Create a 2-length joint chain and snap-drag (hold v) it to start at "shoulder_01_jt" and extend to "foot_01_jt". Add a RP IK to it and name it "helper_IK". Now move "helper_02_jt" up until it is half-way up the leg. Since we made the IK first, movement of the joint will be constrained by the IK for us! This joint chain will be used to keep our "knee_PV" in line with the knee at all times.
Create a locator named "helper_PV", snap-drag (hold v) it to "helper_02_jt", and translate it in Z (if your joints are on the XY plane like mine). Now poleVector constrain "helper_IK" with it. This will keep our helper joint chain from flipping, and thus our knee. (To see what I mean, disable this constraint after the last step).
We need the "helper_PV" to stay between the shoulder and foot, and always on the same side of them. So to avoid getting rotations, we'll use a pointConstraint. Group "helper_PV", select "shoulder_01_jt", shift-select "foot_01_jt", shift-select "helper_PV_grp", and Constrain->PointConstraint.
Now that our helper joint chain won't flip, we can use it to drive the knee PV. Group "knee_PV", select "helper_01_jt", shift-select "knee_PV_grp", and Constrain->ParentConstraint. The group allows for animation of "knee_PV" after the constraint.
That's it! Give it a trial test to see exactly what this rig gives you in comparison to a normal IK setup. It should not flip in the XY plane at all! This should give your characters much more freedom of movement forwards and backwards. And it automates the PV's, so no need to animate PV's every step!
I hope this helps with your quadruped rigs! Thanks again to Morgan Loomis for allowing me to use his awesome foreleg rig! I will be posting a No-Flip solution to his hindleg quadruped rig soon!
Feel free to comment if anything is unclear! I'd love to hear some feedback!
-K
I'd like to share my No-Flip solution to quadruped legs rig. I'll briefly explain the initial leg rigs, but will focus primarily on the No-Flip nature of them. If you want more information on the initial rigs, check out the links above.
As with any IK solver, flipping is a common and troublesome problem. Once the IK handle breaks the IK origin's plane, the knee flips around. This is almost never a desirable effect. So here's my No-Flip solution.
No-Flip Tutorial {
Duplicate the joint chain, rename to "02"s, and remove "wrist_02_jt". Add an IK RP solver from "shoulder_02_jt" to "foot_02_jt" (kneeIK). Create a locator called "knee_PV" and use it as a poleVectorConstraint with "knee_IK". This will be our driver IK.
Add another RP IK from "shoulder_01_jt" to "wrist_01_jt" and name it "ankle_IK". Group it, place the group as a child of "elbow_02_jt", and snap-drag its pivot (hold d+v) to "foot_01_jt". This allows the wrist to pivot by rotating the "pivotAnkle_grp", while keeping it aligned with the forearm! This is the main genius behind Morgan's rig.
Now let's include the foot and toe. Create a SC IK from "wrist_01_jt" to "foot_01_jt" and name it "foot_IK". Now create another SC IK from "foot_01_jt" to "toe_01_jt" and name it "toe_IK".
Let's make a control handle. Create a NURBSCircle, name it "foot_ctrl", and snap it (hold v) to "foot_01_jt". Place all the other IKs under it ("knee_IK", "foot_IK", "toe_IK").
We have now completed the Foreleg rig by Morgan! Now let's make it No-Flip!
Create a 2-length joint chain and snap-drag (hold v) it to start at "shoulder_01_jt" and extend to "foot_01_jt". Add a RP IK to it and name it "helper_IK". Now move "helper_02_jt" up until it is half-way up the leg. Since we made the IK first, movement of the joint will be constrained by the IK for us! This joint chain will be used to keep our "knee_PV" in line with the knee at all times.
Create a locator named "helper_PV", snap-drag (hold v) it to "helper_02_jt", and translate it in Z (if your joints are on the XY plane like mine). Now poleVector constrain "helper_IK" with it. This will keep our helper joint chain from flipping, and thus our knee. (To see what I mean, disable this constraint after the last step).
We need the "helper_PV" to stay between the shoulder and foot, and always on the same side of them. So to avoid getting rotations, we'll use a pointConstraint. Group "helper_PV", select "shoulder_01_jt", shift-select "foot_01_jt", shift-select "helper_PV_grp", and Constrain->PointConstraint.
Now that our helper joint chain won't flip, we can use it to drive the knee PV. Group "knee_PV", select "helper_01_jt", shift-select "knee_PV_grp", and Constrain->ParentConstraint. The group allows for animation of "knee_PV" after the constraint.
That's it! Give it a trial test to see exactly what this rig gives you in comparison to a normal IK setup. It should not flip in the XY plane at all! This should give your characters much more freedom of movement forwards and backwards. And it automates the PV's, so no need to animate PV's every step!
I hope this helps with your quadruped rigs! Thanks again to Morgan Loomis for allowing me to use his awesome foreleg rig! I will be posting a No-Flip solution to his hindleg quadruped rig soon!
Feel free to comment if anything is unclear! I'd love to hear some feedback!
-K
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