Archive for November 27th, 2017
Base of the suspension code is done.
I can’t really find bugs in it anymore. Tether points that are overhead are automatically detected as suspension rings and trigger the suspension animation aswell as the suspension code. I also modified basic tethers to have a “click and drag” mechanic to adjust the suspension height. It’s a little weird tho.
I have a really basic “neck” suspension I did for testing. It almost looks right, excepted when it doesn’t. Being a partial animation it kinda relies on your AO to look a bit lively…
Better animation required? Definitely.