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Old 2 Weeks Ago Original Post  
Bowblend
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Join Date: Aug 2017



Upgrade tori control system | IK controls
In my opinion to upgrade tori control system developers should make something work similar to Maya 3d animation but with physics. I just want to say that it would be better to control tori by pulling parts of the body during turns. Watch this video and think about this idea
https://youtu.be/XII9aKbVXrg
Why it will upgrade toribash. You will have more precision. You will be able to have more control of your tori. Will be better to play mods. Just will be easier. You will be able to make more moves. I know it hard to make again tori control system but it will give to you more capabilities. I would like to see this system in toribash. Are you agree with my idea?

Lengthy post from snake

Example from cappuccino

Last edited by sir; 2 Days Ago at 04:18 PM.. Reason: Uptade
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Old 1 Week Ago   #81
Hezk
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adding small rng would help. it would add risk and using a script to do your openers wouldnt be a thing anymore
art horder. i like art.
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Old 1 Week Ago   #82
snake
 
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Originally Posted by Hezk View Post
adding small rng would help. it would add risk and using a script to do your openers wouldnt be a thing anymore

i hope you are trolling about rng, even in the iteration i propose there will be quite alot of uncertainty on resolve phase already...


anyway to sum up the visual representation of how it should look like:

the windrose control element is attached to our hand, we grab it to make the movement with our hand




while holding windrose control element, we drag our hand to the desired position like this:





the ghost follows us from initial position to --> the desired position like this:
(nevermind the boxes, it's supposed to be no collision)




tell me about aikido
~referencing Dark Souls in suicidal threads since 13/01/15

Last edited by snake; 1 Week Ago at 10:23 PM..
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Old 3 Days Ago   #83
snake
 
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no worries,we are still on it
tell me about aikido
~referencing Dark Souls in suicidal threads since 13/01/15
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Old 2 Days Ago   #84
cappuccino
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Example of its mechanics while in reaction time:
  • No collision mode.
  • Torus surrounding the wrist would allow rotation on the X local axis.


Once space is pressed, the movement goes along the desired amount of turnframes (I used 50 on the example).
It may or not finish its animation on given turnframes.



These mechanics would only work for arms and legs though.
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Old 2 Days Ago   #85
snake
 
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magnificent!! exactly as imagined!

so, dear comrades, as you can see the only keystrokes this control scheme will need are collision/no collision (hold shift while making a move for example) and grab

perfect!

this is the most streamlined and simple to understand system imo, i'm not sure it can be simplified even further
tell me about aikido
~referencing Dark Souls in suicidal threads since 13/01/15
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