In the weeks leading to the release of Smash, fans and creator Masahiro Sakurai were hyping the game up as the ultimate Smash game, with all fighters from past installments coming back, and more content and polish than any other Smash game. I made a post about how the game was going to be the best game of 2018 before it was even close to being finished, but is the game as good as it was hyped up to be? Yes and no. The game has over 70 characters now, each with mostly unique move sets and combos, the game has tight fast past game play and controls, fun to play and fun to watch. The game is easy enough for newcomers to pick up and have fun, but hard to completely master and play on a competitive level. Smash Ultimate does its best to make this the ultimate installment in the franchise, with some fan requested characters being playable or in the game otherwise, stage builder, a single player experience that's over 60 hours long, a video editor, a variety of stages to choose from, and so much more. But there is a problem with this installment, that of course being the online, as Nintendo online is cheaper than other payed online services, it doesn't feel like a service you should pay for. In the past, matches online were group in two main sections, for fun and for glory, for fun threw you into a match with any stage with all items on and for glory threw you into a match on a flat stage with two stocks in a 1v1. Ultimate abandoned this method in favor for preferred rules, where the player can set their rules and enter a match with someone. The problem is that there is no dividing factor between people who want to play for fun and those who want to play competitively, no to mention the lag in 1v1 matches, the constant internet crashes and kick outs, and random opponents that most of the time would be way higher in rank and skill or are lower in skill and rank that don't give a challenge. There is a lot of content that feels like they didn't put enough in, like the different modes in Games and more or the sub modes in the Smash menu. While some parts of the game feel vapid, the game is still better than previous installments and more fun to play alone and more so with friends
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In 3ds max there is a tool call CAT rigging, a tool that is used for 3D animating inside 3Ds max. The tool is call the Character Animation Toolkit and allows animators to do non-linear animation with models. The tool allows for realistic animation for anything with the proper bone structure and comes with different preset models you can use to animate if you can't make your own. The CAT rigs also come with their own muscle strain system to realistically simulate muscles. The first CAT object we learned was Marama, which is a basic skeleton of an humanoid model with bones and joints without any texture or skinning that helps with animating in 3D. Marama is used to animation any humanoid characters on a basic level, the model resembles a human skeleton system that makes animating a lot easier. If you like to make your own custom CAT rig, you can be making a CATparent and in the Load save menu, clicking on None and clicking add pelvis, then by clicking on pelvis you can add any limbs you'd like. CAT rigging is not an easy this to do, with one assignment on CAT rigging taking about 4 hours to complete of a simple action. CAT rigging is a basic and most useful way of animating characters in 3DS Max.
“Creating a CATRig.” Autodesk Support & Learning, Autodesk Knowledge Network, 11 Dec. 2018. This quarter has been a odd one, due to time restrictions a lot of topics were put into this quarter, we did cameras, lightning, and now animation. Animation is the most difficult and most time consuming topic to do in 3DS Max. In the assignment called Bouncy Ball Animation, we use the curve editor the make the ball bounce more like how a normal ball bounces. catch is we have to make it bounce off of three different objects, and it is harder than it sounds. The problem with animating in a 3D space is that it's hard to control where the object you're animating goes where you want it too. To animate you can use autokey, to use the slier on the timeline and goes to a specific frame you want the animation to end on, then move your object to move around, then the auto key will create a key frame to show that the movement of the object is now an animation. Now this is easier than frame by frame but still is hard to accurately move the object like you would in a controlled setting. Animation is hand down one of the most time consuming things to do in 3DS Max, while not all that difficult, the number of hours you can sink into only 3 seconds of animation creates the illusion of difficulty, which makes animation the hardest topic we've done
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The views and opinions expressed in this blog are solely those of the author and Do Not represent those of Durham School of the Arts or Durham Public Schools.
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