#honr

More progress on #HONR. - Apron diving - Joint/bone homing based moves (diving example) - Non-joint/bone homing based moves - Non-locked ring direction enter/exit - Running dives (with non-locked direction) - Top rope attacks - Ring post irish whip events - Irish whip IK solved The goal of this pass was to have a lot more freedom when it comes to how you execute moves, modern games lock you to specific positions, I hate that. #UE5 #indiedev
Grix69,269 views • 12 days ago

More progress on #HONR. - Fully integrated WWise with audio ducking for special scenarios, again you will hear placeholder art - Grapple transitions, with 2 different moves. - Taunts + Wake Up ones - Strike system added, regular strike and strong strike - Ring awareness IK solver / positoning #indiedev #ue5
Grix100,755 views • 22 days ago

More progress on #HONR. - Turnbuckle moves/strikes /w sitting - Grapple driving (like Def Jam Vendetta) - Springboard moves - Opponent awareness/following - Ground moves/strikes (unconstricted direction/landing) - Turnbuckle falling (% chance to fall to the outside) - Running grapple/strikes - Running the ropes Still need to fix irish whip motion warping, and some tightening up on events per animation but everything you see is dynamic docking & ik (feet on ropes etc); this was a big milestone. #indiedev #ue5
Grix53,221 views • 17 days ago
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