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1

I suggest Perlin noise A 2d Perlin noise , with an appropriate color gradient, to simulate river surface: Two 1d Perlin noise for the two river margins:


1

Well, a very basic linear interpolation pattern goes like this (pseudocode): currentVelocity = currentVelocity + (interpolationRate * (targetVelocity - currentVelocity )) Calling this on update instead of directly setting the current velocity will do what you requested, the transition speed is adjustable by adjusting the interpolationRate value (between ...


1

You can interpolate tangents just like you would everything else, there should be no problems with that, as long as your mesh (morph target) count is low - I think there was a rather low limit on how many attribute slots you can use (GLES2.0 says there must be at least 8, Chrome seems to have 16). An alternative (if you can take the pressure on the pixel ...


-1

This is a late answer but here is a sample of what you would do Vertex shader: attribute vec3 aVertexPosA; attribute vec3 aVertexPosB; attribute vec2 aVertexTex; attribute vec3 aVertexNormA; attribute vec3 aVertexNormB; uniform float morphTime; varying vec3 vVertexNorm; varying vec2 vVertexTex; void main(void){ vec4 vertexPos = vec4(mix(aVertexPosB, ...


0

Couple things you can try, first try adding sockets to your character for helping weapon holding/animation. Then find and existing character class and copy it, then rename the folders/files with your new characters parts. Find out more about the process here - UDK Custom Characters


0

You need a class called Renderable. Each pawn (and other game entity) holds a reference to its own instance. Renderable is part of the View, so the Pawn is never allowed to read properties from it. It can only set its values, or call void methods. Inside Renderable, there should be methods like these: public void SetAnimationStateFlag(AnimModifier state) { ...


0

As @DMGregory pointed out, it isn't satisfiable when the constant velocity desired is 1. As t_1 and t_3 grow in size, a constant velocity of 1 will not cause the linear segment to reach t_max in time. Therefore, a correction factor has to be applied to allow the slope to change to support this. Here's the code I used to accomplish what I wanted: // Some ...


-1

Did you try not to Destroy the object at the moment when you play the animation? wait until the animation is finished. i hope it helps!


3

You can change the Speed of the Animator itself, which may be adequate for what you are trying to do: http://docs.unity3d.com/ScriptReference/Animator-speed.html However, if you need to adjust each animation individually, you will need to use the AnimationState object instead. http://docs.unity3d.com/ScriptReference/AnimationState-speed.html


0

I used a trick instead, just in case anybody else also has a similar problem: when the sliding animation starts I change the character controller's dimensions to just fit the slit. As soon as the sliding animation is over I reset the character controller's dimensions back to normal using the invoke method.



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