I apologize for posting once every 5 days the past couple times it was Christmas and I had life getting in the way. However I've been working at the same breakneck pace and achieved another milestone. I am now ready for custom scripting.
First what I worked on the past few days. With the completed model & animation importing + generic animation conversion + ragdollifying, I hooked up the Viva physics system. This is the system that was used in v0.8 to get all the animations to work in physics space. Like so:

The animation is being played in physics space so as to simulate collisions and world interactions in a realistic way. Another example:

Just like in v0.8, characters will be able to go immediately and smoothly into full ragdoll mode in case they fall or need to squish through some obstacle. This is mostly for realism. The new tools for turning on/off animation space physics:

Once again this animation that I am testing was imported at runtime through the new mod tools. Now for the juicy stuff, scripting!
How I imagine the first beta v0.9a to work: First I will get a very basic behavior working with the first iteration of the programming mod API and then I will add a basic menu UI to add scripts or models or animations at runtime. From here I will see how the community responds to the tools and I'll work towards a more complete 2nd iteration mod tools. As I work on the tooling I will be bringing back behaviors like usual. Headpats, follow player, and idling are basic enough behaviors to start out with.
Stay tuned! But also Merry Christmas!

Prochu
2020-12-28 07:53:05 +0000 UTC