We just released a new trailer + release date for Lightmatter. It feels surreal to be so close to releasing our very first commercial game on Steam :O
That actually looks really good, super well done. I love the atmospheric puzzler kind of stuff.
In other news in my abominable modelling adventures, I've learned about manipulating your model for things like character creation using blend shapes. Big heads, changing body sizes that kind of thing. I'm planning on using something like this to generate models from my default source along with a DNA string as a sort of save to recreate it on the fly.
I've also been screwing around with ragdolls and runtime animations. Ragdolls were simple just using the ragdoll generator in the Unity menu. You can spot the head getting bigger if you look closely.
Then I got into my head ragdolling specific body parts (to show things like a broken arm) and I became a bit unhealthily obsessed with it. Certainly helped me understand animation in unity a bit more. My solution was ok but barely worked when expanded to a whole body. I used the "Animation Rigging" package which allows you to create... well I don't really get it, I guess like manipulating animations for more context specific stuff and it would still count as one animation for memory purposes. To do these kinds of things you use a "constraint" component (you can also make your own constraints). I recommend just checking the conference videos here: 1, 2. I ended up giving up on it for now but I did get something out of it. (Ignore the extra arm I used it for comparison)
Now onto creating my placeholder model for my game. Yaaaay!