I’ve always liked this way of rigging faces. By constraining joints to the curves moving the curves around, you get some nice fall off that makes everything feel squishy and soft. Which works really well on cartoony characters. Not posting the entire code because it’s pretty messy, pretty long and spread across multiple files. Take a look at the YouTube video to see how it works and feel free to comment or ask if you want to.
For a while now we’ve been tinkering and playing around with a drone racing game at LuGus Studios. I made the early prototype that got the attention of Immersion RC and Fatshark, just about the biggest names in the FPV world. They loved what they saw and wanted to invest in making a proper drone racing game. So I got to working again and put built a game ready model of Immersion RC’s Vortex drone and put together a small teaser trailer.
Warning: big wall-o-text and I’m ranting and venting. But there are some pictures near the end, so there’s that.
We solely rely on Unity at the studio I work for at the moment. Mainly because before Unreal Engine 4 was released, options were limited and Unity’s pricing and flexibility was pretty awesome. The landscape in 2015 has changed quite a lot since Epic launched Unreal Engine 4. It changed even more when Epic gloriously decided to get rid of the monthly $19 price point. Everyone and their dog had the opportunity to try out Unreal and the differences were pretty obvious. For me, one of the best things shipping with UE4 is the material editor.