![]() ![]() I guess it depends on the type of game you want to make, which you didn't really specify. Pixel artwork is another option, but the animation is quite hard. If you make 2d hand-painted games you can skip the 3d modelling stuff completely. Studying good assets can give you a bunch of clues on how to structure your original work later. It might be worth your while to make some simple levels/game prototypes with bought assets as you learn in parallel how to make your own. This can get you far, especially for prototyping work, but it's very difficult or impossible to get assets to blend well together so your levels look nice, and not look like a bunch of misfit assets thrown together. If you DON'T learn it, you're stuck using someone else's assets that you buy on the store. If you made a car racing game, for example, you won't need much in the way of animation. You can build simple and ugly games with just the first, and with texturing you can get pretty far building levels. ![]() Modelling, where you make the shapes, Texturing, where you paint them, and Animation, where you get them to run around doing stuff. There's three really broad areas to look into. Luckily, you should be building simple blocky shapes in no time, and that's enough to make simple crappy games with. It's not very difficult, but it is a HUGE, broad area with a lot to learn. Unity comes with a lot of components that are commonly needed so you can add them from the Unity Editor witout having to code.īlender is free, and there's tons of free tutorials on youtube. (A prefab is a mechanism for using the same gameobject multiple times/ in different scenes) Then you would save the character as a prefab and place the prefab in your scene. ![]() If you wanted to make a character for example you could create a gameobect and attach an script that responds to input, an animator, a mesh, collision, and a physics component. It will allow you to see where gameobjects are placed as well as expose object specific parameters for tweaking. The placement and adjustment of your gameobjects can all be done through Unities editor. When you create a game in Unity, you do so by creating a game scene (basically a level) and populating it with gameobjects. For example, a sprite renderer, an animation, a collisider, a 3d mesh, or a custom script you write in c#. They are empty containers for things called components. Unity works through things called gameobects. You will improve over time and learn better architecture and techniques as you go. It's just like learning Web Development, you just have to start doing your research, from there it's trial and error. Use sample projects, both Unreal and Unity have tons of great sample projects, play a couple of them and try to work out how it's done, then dive into the source. Do a couple little games and try to learn by reading the documentation, tutorials are great but the real learning comes from just doing it. Pick a simple idea and focus on the gameplay and systems. For example in Unity you have to learn how to avoid garbage collection when possible with things like object pools. I've used both Unreal and Unity, each has their own qirks. Understanding things like Vector math and matrix transformations helps a lot. That's all I have for Animationbox.As much as it sucks to hear, the math. But the idea for it to save developer time to make beautiful animations with less effort, I am sure this can be improved even further, especially the jump animation which currently give me a nightmare.įinally, The software crash often on my system, I hope it can restore any open files when it closes out of sudden, I also find the Undo feature sometimes cannot restore bone/image original position or angle correctly, Which I believe it's a bug that needs to be fixed. But this not the case for this model, I understand this is a basic template. ![]() The arms and legs always go in opposite direction when it's walking. The second note I realized, It's for the human animation template, Which i think the walk animation seems wrong. The first thing which is very annoying, When I attach the image to specific bone, The image will be altered/changed their sizes, Which rarely needed and can damage the quality of the animation in my opinion.ĭisabling this feature in the settings will be handy. After I use AnimationBox to our upcoming game, I would like to submit my feedback and suggestions for future improvements. ![]()
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