for the past two weeks I’ve been super busy at work, but things have calmed down now for a while. I usually make a update post from my laptop but I didn’t get a moment to make proper post. I think I’ve only been at my desk for 30 minutes the past 10 days lol. And I am behind of replying to basically everything.
I’ve been working on the new pattie 3D hair I was working on in 3DsMax I want to finish that today or at least get it into mmd.
Today and yesterday I have taken a pause to the umichan 3D to make a valentines’ish mmd video. A while back I mentioned I would make smaller videos and such but I haven’t had a desire to do it. Everything I’ve wanted to make so far requires a bit of effort such as the Resonate one. This one will have Maiko and Zytra in it. I am also making a custom motion for it instead of only using stuff I find.
And hopefully I can get zytras hair remodeled in 3ds max to look more like the hair from umichan.
I will update make time to update the umichan demo either today or tomorrow with Riley.
I was thinking about how possible it would be to take the dialogue written for umch and put it into umichan 3D. But I don’t think the overall concept will work. I’m mostly taking about the minigames. I don’t see how I would do them and make going back and forth between areas. If I make a game, it would have to be linear like umichan 3d currently is.
so overall here is a rundown of what I’m currently doing in no particular order:
new February mmd video, custom motion, and model outfits for it.
custom pattie and zytra hair in mmd
updating zytra mmd model
working on umichan 3D quests, fixes, and npc stuff. I will see where I’m at with it after I make quest 3 completable.
need to finish art for umch2 and finish character movieclips in flash for first major dialogue sequence.
to get a idea of the character movieclip down the character mc wip here:
http://spiralvortexplay.com/svp/umichan-maiko-classroom-havoc/
I’m sure you’ll think of something for the Unity3D part. I was able to try the demo with a game controller. Do to Unity3D program before a game start having a auto pad to it.
what did you use on the controller to select the different dialogue responses ?
That you are force to use the mouse. HOWEVER for me I micro added the mouse and motion on my right stick on the controller. Which was not part of the Unity pad config. LOL Sorry about that.
I probably can change my buttons to do that. But didn’t bother to look for what button does what. It’s all about the config before the game starts.
hmm yeah I figured you did some extra stuff there. I haven’t looked at the dialogue setup again yet.
You can try to set the keys on the keyboard. To than able to config on the unity3D to see which button works best. If you can make making a choice by just using the w, a, s, d with another button. You might be able to have just players playing with a game pad optional. The game is on early stages anyways.
I’ll try to avoid using the mouse but idk. we’ll have to see.
currently still working on this motion. I might cut it shorter then I planned and finish it later after the video is posted. I have other stuff I need to be doing like working on the game heh. going to try to finish this motion tonight thoguh. or at least to the part I want to end at.
I’m going waaayyy out here but bare with me.
While i like the idea of free-roam and 3d, i LOVE the way that UMCC played.
For a test (if you want) why not try making it “fixed” perspective like umcc but in 3D with (more) head/mouse movement?
Try making a couple of scenes as a test demo, unity 3d with the first person/fixed perspective. I want see how it would work!
interesting idea. I think my problems remain though.
basically there is only one “spawn point” where I have maiko positioned in the unity editor. so whenever I load that area back up maiko will always be in that spot. maybe a script can move her immediately after that but I don’t yet know how to transfer data between scenes either. but if she is always in the same spot per area I suppose it wouldn’t matter that much.