Author |
Message |
Punio4
Somewhat Nifty
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Thursday, July 26, 2007
hehe, the title says it all^^
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Zeth
ZEQ2 Programmer
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Thursday, July 26, 2007
Planned long ago.
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Tom
ZEQ2 Programmer
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Thursday, July 26, 2007
IF you go here : http://zeq2.com/site/viewtopic.php?t=46 and go down to features you will see "Fully modelled pupils" They're not there to look pretty
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The F-Man
Leader of the F-Men™
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Friday, July 27, 2007
yeah I'll be sure to look and see if my characters pupils are moving while I'm getting attacked.
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Zeth
ZEQ2 Programmer
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Friday, July 27, 2007
All things considered? It might just be more significant than you imagine.
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Ravven
ZEQ2 3D Artist
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Friday, July 27, 2007
You can't possibly imagine what's in store for you!
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The F-Man
Leader of the F-Men™
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Friday, July 27, 2007
I can imagine it taking many years
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Tom
ZEQ2 Programmer
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Friday, July 27, 2007
Years? From now? There are reasons why we have chosen to make our engine the way we are: faster development.
Having pupils that follow the target is not something difficult to do, it's a simple calculation. A few lines of code at most.
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antidote
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Monday, September 17, 2007
However getting them to focus on a particular origin such as Freiza could be tricky if this is done dynamically and not scripted.
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Zeth
ZEQ2 Programmer
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Tuesday, September 18, 2007
However getting them to focus on a particular origin such as Freiza could be tricky if this is done dynamically and not scripted.
-- Attach pupil to bone
-- Orient bone to object position
That's really all it takes. You'd, of course, also put a constraint on the bone so it couldn't roll completely into the back of the skull.
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