Showing posts with label Unity. Show all posts
Showing posts with label Unity. Show all posts

Friday, April 26, 2013

Demo Days

Demo Day finally arrived! I did a powerpoint on my project and my results were right in line with what I was hoping for. Player that "looked farther ahead" were more intelligent and made better decisions than Players that only looked one ply ahead.

For Intelligence Level 1 v. Intelligence Level 1, the characters fought on par, keeping close scores the whole time and having a relatively long fight length:

For Intelligence Level 3 v. Intelligence Level 1 the Level 3 beat Level 1 by a considerable amount and in a relatively short time:

Sunday, April 21, 2013

Collisions, Triggers, Reversing Animations

Right now I'm working on reversing the sword animation when a potential collision between two swords is triggered. It is a lot more complicated than I anticipated! I had been using Unity's mecanim animation system because of the motion graph it provides, but it seems that it may not be very well suited for reversing the animations at an instant's notice...

Thursday, April 18, 2013

Sword Actions

I decided to use simple sword motions instead of whole character motions. I am more interested in the algorithm and how it applies to swordplay than I am the actual animations, so I created a few quick animations of just the sword in Maya for moving Forward, moving Backward, strike Left, strike Mid, strike Right, defend Left, defend Mid and defend Right.

Sunday, February 24, 2013

Ah!

So I initially brought the mocap sword animations into Unity by having them all on one model, importing the model with animations, and then splitting them using frame numbers in Unity. This seemed to work, but after some reading I realized it might be pain to add on more animations to this model, which I would eventually want to do since I'm starting out with a small subset of motions,  so most of yesterday I tried importing the animations with different files.

I read that you could import just the model.fbx, which contains the mesh and the skeleton but no animations, and then for every animation you can import model@animation1.fbx and Unity will link the two automatically. I'm not sure what I did wrong but I could NOT get Unity to recognize that they were the same. I tried all kinds of different export settings from MotionBuilder and different names but it would NOT work. So I started investigating how I can link them up manually by creating an animation controller and building up the animation state machine. This is good because I wanted to make a motion graph for my animations anyway, and the animation state machine that Unity provides seems to do the job. I know there are built-in 3rd person animation controllers in Unity but again after some reading, it seemed like that wasn't the best option for what I want to do and that I should build one from the ground up.

... we'll see. It's frustrating that this is all such unfamiliar territory but like I said before, I guess that's the learning process?

On the game tree side, I realized my tic-tac-toe game had some issues as after extensive testing, the computer didn't always pick the best option. Trying to nail down where those errors are now.

I haven't left my house since 5pm Friday... going a little stir crazy! Thankfully my mom sent me a few pictures of my (12 year old) baby dachshund and the newer addition to our dachshund family at home to keep me motivated.