In my stuff, I only use one frame for the character, but it is rotated at the same angle as the rope. It takes a bit of trigonometry, but it actually looks pretty good having the character assume the position and angle of the bottom portion of the rope. Though I've seen some games animate the character as they swing with details like hair and clothing flowing in the wind etc. I think that looks even better, but I don't have the animation skill to pull it off:
Perfect timing for this, Bonsaiheldin. Admins are working on getting the site into a position to make exactly this sort of improvements. I can't promise anything because there are some very major updates and adjustments that have to be made to the site first, but so far it's looking good. :)
Indeed. Thank you for the additional review and hunting those down. I don't have the means to swap out the textures myself, but I can make the package available to anyone who is willing to give it a shot. Otherwise, back into the licensing flag pile for now. :(
I also found good indications that Ron Kapaun created textures using his own photo scans and custom photogammetry techniques. Nothing really indicates they came from cgtextures, shutterstock, etc. I can't say for sure, but I'm fairly confident the textures and models in this pack are genuinely CC0. Although the new "royalty-free" license on cgtrader.com does not supplant the previous PD status from Ron Kapaun's site, it also doesn't conflict with it either.
Until information to the contrary can be presented, I'm removing the licensing flag.
@Duion: well that sucks. Do you have any more details? Which textures are proprietary? How did you recognize them as such?
@hreikin: are you able to shed any light on the source of the textures for this pack? I'm sure we can remove/replace any non-PD textures with adequate alternatives, but until then I have to mark this as having a licensing issue.
I've seen the rope swing incorporated into the animation itself, but also having a static straight rope be altered in code by a Rotate() function in terms of Sin * elapsed_time.
Here is a Unity tutorial where the swing of the rope is handled by code. It is more complex than just a sine function since there are several generations of axis points calculated when the rope hits various parts of the rock, but it demonstrates the concept:
In Donkey Kong Country, the swinging rope is incorporated into the animation itself. This allows for a more dynamic bend (not just a straight line) and it has a more gently sloping curve near the top:
In my opinion, this is actually less realistic than a straight rope, though. In real life, the rope is always very straight between the payload and the fulcrum point at the top. Unless the rope is more like a flexible plastic rod or the payload is nearly weightless, the animation above doesn't look right to me.
Here's Lana Del Rey on a tire swing. Notice the rope is totally straight between her and the fulcrum:
That all sounds like perfect content for a "missing link" theme, TBH. It may not have been missing to you, but those features are certainly a general missing link between UI elements and a complete look-and-feel. I know I could personally use the stuff you're talking about.
Excellent. PM them to me would be ideal. I can name them as long as I know which source file they came from. Would you be able to put them in a folder/archive of the name of the spritesheet they came from?
You're allowed. :)
...And great idea. I'm joining now.
In my stuff, I only use one frame for the character, but it is rotated at the same angle as the rope. It takes a bit of trigonometry, but it actually looks pretty good having the character assume the position and angle of the bottom portion of the rope. Though I've seen some games animate the character as they swing with details like hair and clothing flowing in the wind etc. I think that looks even better, but I don't have the animation skill to pull it off:
Perfect timing for this, Bonsaiheldin. Admins are working on getting the site into a position to make exactly this sort of improvements. I can't promise anything because there are some very major updates and adjustments that have to be made to the site first, but so far it's looking good. :)
Indeed. Thank you for the additional review and hunting those down. I don't have the means to swap out the textures myself, but I can make the package available to anyone who is willing to give it a shot. Otherwise, back into the licensing flag pile for now. :(
Searching the internet archives, I've found the last known point in time at which Kapaun hosted these assets for download from his site. A post was made indicating all assets after that point in time would be unavailable on his site, but would still be available on https://www.cgtrader.com/3tdstudiosron (in this case specifically, https://www.cgtrader.com/free-3d-models/exterior/landscape/conifer-fores... )
I also found good indications that Ron Kapaun created textures using his own photo scans and custom photogammetry techniques. Nothing really indicates they came from cgtextures, shutterstock, etc. I can't say for sure, but I'm fairly confident the textures and models in this pack are genuinely CC0. Although the new "royalty-free" license on cgtrader.com does not supplant the previous PD status from Ron Kapaun's site, it also doesn't conflict with it either.
Until information to the contrary can be presented, I'm removing the licensing flag.
@Duion: well that sucks. Do you have any more details? Which textures are proprietary? How did you recognize them as such?
@hreikin: are you able to shed any light on the source of the textures for this pack? I'm sure we can remove/replace any non-PD textures with adequate alternatives, but until then I have to mark this as having a licensing issue.
I've seen the rope swing incorporated into the animation itself, but also having a static straight rope be altered in code by a Rotate() function in terms of Sin * elapsed_time.
Here is a Unity tutorial where the swing of the rope is handled by code. It is more complex than just a sine function since there are several generations of axis points calculated when the rope hits various parts of the rock, but it demonstrates the concept:
In Donkey Kong Country, the swinging rope is incorporated into the animation itself. This allows for a more dynamic bend (not just a straight line) and it has a more gently sloping curve near the top:
In my opinion, this is actually less realistic than a straight rope, though. In real life, the rope is always very straight between the payload and the fulcrum point at the top. Unless the rope is more like a flexible plastic rod or the payload is nearly weightless, the animation above doesn't look right to me.
Here's Lana Del Rey on a tire swing. Notice the rope is totally straight between her and the fulcrum:
That all sounds like perfect content for a "missing link" theme, TBH. It may not have been missing to you, but those features are certainly a general missing link between UI elements and a complete look-and-feel. I know I could personally use the stuff you're talking about.
Can't click links without cursors. :)
Are the backdrops not made out of necessity for the things you are missing?
Excellent. PM them to me would be ideal. I can name them as long as I know which source file they came from. Would you be able to put them in a folder/archive of the name of the spritesheet they came from?
Pages