From the maker of Markistan RPG comes Hatchet. Hatchet is a heavy duty conversion mod for Deus Ex with a campaign all its own. Hatchet contains a unique storyline & employs free-roam mechanics to present a world we think will shock, satisfy, & puzzle you to the end.
Been doing a lot of small things not worthy of showcasing and big things I want to showcase that just haven't been finished yet. A hundred or so frames of animation and craploads of debugging later, we're 2 sequences away from completing both the knife and a little something extra. Found this hilarious as was animating, so I figured I'd throw it out as the prelude to the demo that should come in a day or two hopefully, but with some nice hints of entertainment!
Whoops, just noticed I forgot to dismiss spell correct in the 2nd text box... oops. Oh well, let's just say it adds a little extra giggles to things.
Wacky Waving Inflatable Arm-Flailing Tubeman!
Wacky Waving Inflatable Arm-Flailing Tubeman!
Wacky Waving Inflatable Arm-Flailing Tubeman!
When you use non orthographic you should set up the camera with the right angle and right game resolution; this is what I do ;)
Generally I would, but that tends to be a poor judge when accounting for animations (that per object animation does not allow for playing in blender) and other variables such as changes to its playerviewoffset or future rescaling. If I didn't have a lot of tools for speeding up export to import/recompile, I could otherwise forsee myself taking time to play with that for a rough starting estimate, in some parallel universe.
It has since come to my attention that the effect in motion is sometimes dubbed "Squash and stretch", and is a core edict of 2d animation. Sensitive to speed and perspective, who would've guessed?