Hi cool people!
It's time for the obligotory "thank you for rating our game!". But I want to give you more (info), so how about how we were able to make our regular man a FLAPPY man (i.e. traditional/physics-based animation hybrid?)
Well through a few neat tricks actually! With a rigged model, Unity's configurable joints, rigidbodies, colliders, and the secret sauce of a secondary (hidden) animated rigged model that the ragdoll model copies, you can turn those boring hand-crafted animations into physics-based acrobatics! This vid I found the simplest at explaining how to do this: https://www.youtube.com/watch?v=-pX-PobRLzk.
Seriously, try this trick out on your own games, its super fun. Plus, the animations have the adverse effect of effecting your movement, which may lead to some interesting things!
Anyway, thanks again for playing AIRTIME! Please tell your friends, your kids, your grandma to go try out and rate AIRTIME! as well!
https://ldjam.com/events/ludum-dare/50/airtime
..........................................................................................................................
The inspiration for flappy man's flapping.
||
\/
