My Fam Is All Ready To Be Animated!

แชร์
ฝัง
  • เผยแพร่เมื่อ 14 ม.ค. 2025

ความคิดเห็น • 23

  • @awkwardtaylor4725
    @awkwardtaylor4725 ปีที่แล้ว +32

    Seeing all the process from 2d sketches to this has been absolutely amazing. I’m not even a game developer or 3d modeller but it’s very satisfying to watch you progressing with the work

  • @renzesparza6281
    @renzesparza6281 ปีที่แล้ว +14

    Seeing the Cradle stand up is quite intimidating. I imagined it to be a slow moving thing kneeling down and waddling around. Standing on the stumps it looks like it could actually sprint. Way scarier

  • @Jekkel.
    @Jekkel. ปีที่แล้ว +4

    Sad to see all the painting vids are gone..

  • @Blaxpoon
    @Blaxpoon ปีที่แล้ว +6

    It's so impressive how you managed to dive in this very different field of game making, good job !

  • @tiagotiagot
    @tiagotiagot ปีที่แล้ว +4

    Hm, what if one of the attacks of Cradle was actually stumble and fall forwards while running at the player, and use the tumbling motion to sorta catapult itself to attack the player with the hand, temporarily exposing the yoke during the attack?

  • @HansKrab
    @HansKrab ปีที่แล้ว +3

    I enjoy seeing these neonate Bois

  • @jackhe760
    @jackhe760 ปีที่แล้ว +2

    give them guns

  • @PotatoPlayerCraftGames
    @PotatoPlayerCraftGames ปีที่แล้ว +2

    Love this series

  • @leethememerwolf
    @leethememerwolf ปีที่แล้ว

    I love seeing your videos the nites look great and un nerving

  • @ShaneDotz
    @ShaneDotz ปีที่แล้ว

    Preserve volume is an amazing little cheat for knees and elbows, it should be in the armature settings somewhere but it works like a charm and even works in Unreal properly

    • @BoroCG
      @BoroCG  ปีที่แล้ว +1

      Wait, I thought it actually doesn't work in Unreal. That's cool if you're right! For some reason Auto-Rig Pro keeps recommending turning off Preserve Volume for exporting

    • @ShaneDotz
      @ShaneDotz ปีที่แล้ว

      @@BoroCG I’ve used this on the eyestalks of a beholder I rigged up for unreal. It seemed to work well tho I didn’t use auto rig pro.

  • @tiagotiagot
    @tiagotiagot ปีที่แล้ว

    For the big mushroom, perhaps you could have the tubes have their own bones sorta interlinked by IK with the rest of the body so they don't just warp like the whole thing is just a single cylinder but instead articulate as the main body bends and moves about, making it look more physical and less like a CGI deformation?

  • @Danimita92
    @Danimita92 ปีที่แล้ว

    The fact that painting weights on one bone doesn't remove the weights from another bone is one of my biggest pet peeves about blender coming from rigging in 3ds Max :D
    Glad I'm not the only one annoyed by this!

  • @Ricky_Lauw
    @Ricky_Lauw ปีที่แล้ว

    Very cool, not sure if squishy joints export to game engines well!

    • @BoroCG
      @BoroCG  ปีที่แล้ว +1

      Yeah will see about that

  • @IrocZIV
    @IrocZIV ปีที่แล้ว +2

    I agree, Right should be Red

    • @BoroCG
      @BoroCG  ปีที่แล้ว

      Thank you!

  • @timeTegus
    @timeTegus ปีที่แล้ว

    Maby you shuld make gamplay blockouts with non final block meshes. So u can test a bit in the gameplqy area. Maby somthin you imagined will feel diferent. So having a ruff gamplay blockout helps and can later influence the models and new ideas

    • @BoroCG
      @BoroCG  ปีที่แล้ว +1

      Good idea, I'll be doing a lot of that for locations, but yeah - could even start characters with quick rigged boxes

  • @0214hjalle
    @0214hjalle ปีที่แล้ว

    The color: Why blue?
    It’s the default color of that ‘bone group’

  • @lucadipa
    @lucadipa ปีที่แล้ว

    10:09 Ice Spice’s emote monster

  • @_drippy.face07
    @_drippy.face07 ปีที่แล้ว +2

    I'm early 😁