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Continuing Handholding Implementation


The following dev blog post is from December 222d and was released for free on my Patreon.

I finished the assets for this behavior and started implementing it into Unity. To start off, I finished 2 more animations, each which has a "mirrored" copy.

The following animation is used when Shinobu refuses to grab hands with you (when she is angry):

This next one is when she allows you to handhold but gets embarrassed:

For the implementation side, I had to figure out the best way to constrain shinobu's physics body to the player's hand. At first I thought about just doing some simple apply force on distance but that would not be a fixed constraint. So I settled with using a Fixed Joint:

Then I tied the fixed joint to her right arm IK and the player's hand. The distance of the joint is equal to her upper arm + arm so you can "pull" her around by her arm. I then made it so she faces the direction of the pull so it is more realistic and responsive:

After this I had to rewrite the back end of my holding logic to support picking up objects that don't need to be parented to the hand. Afterall, Shinobu's hand is not an item. Then I threw in a blend tree for the animations and added the correct conditions to fire when she is being pulled. A demonstration of what I have so far is below:

I still have some work to do smoothing out the movement of the pulling. You can't see it in the gif but her hand twitches a lot. Here's an exaggeration:

I think this has to do with the physics constraints. I should finish this up and add in the other embarrassed animation by next dev entry.

Merry Christmas!

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