I’ve been really head-down for awhile with work, the latest of which has involved some pretty substantial refactoring of Touch KO for a big update this summer (finally!). Since I’ve been working in Unity 3.0, I thought I’d share a short clip of a tool I developed during the refactoring process. It’s a biped component along with an editor for interactively adjusting collision shapes and sizes as well as joint limits. The component also has functionality to perform an automatic mass distribution based on human values, as well as interfaces for entering and exiting ragdoll. If I manage to get caught up on things after the update I’ll probably share the code on here eventually, but as anyone who follows the site may have guessed it’s been really busy lately O_o.
Note: for best viewing, I recommend turning the resolution on the video up to 1080p and watching full-screen, since that’s my native resolution and it will be easier to read some of the buttons.