Verdance
Newbie
- Apr 17, 2019
- 25
- 13
So, as many people try from time to time, I'm starting the process of making a game.
I'm trying to decide between Unity or Godot. I have the most familiarity with Godot and enjoy it but my experience is strictly 2d and I hear Godot is problematic to animate in. I'd prefer Godot but if needed I'll have to learn Unity.
Thus far I have just finished the basic model I plan on using in Blender (though I've yet to add textures or clothes) and, before I get to rigging and subsequently animating said model, I wanted to ask a few questions to be sure I wasn't going to have to re-do that work.
1. Would I be able (/ would it be advisable) to rig and animate my models in Blender then transfer them over to Godot / Unity or would it be better to rig / animate in Godot / Unity (or a mix, wherein I only rig in Blender).
2. If I rig in Blender, would any physics effects (ie: jiggle physics) not transfer properly to Godot / Unity?
3. I thought of using Ren'Py at first as my game wouldn't require the player to actively move around (just the camera) and from what I hear Ren'Py does allow 3d scenes. This would reduce the workload. Issue with that is: I need to be able to make choices AND change expressions (see note a.) mid animation. I don't think that's possible with the way Ren'Py fakes 3d will it? And even if it does, with the camera and animation I have planned, would it be worth it to figure out how to do so in that system rather than just using something better at handling these things (Godot / Unity)?
Some notes to keep in mind I'll need to do:
- a. The models themselves will be fairly low-poly without facial animations. This is because I plan on using spritesheets to draw expressions which are then switched on the models (Think Wind Waker). I plan on handling this as states in the engine.
- b. The animations will be sexual in nature and the scenes will be static in location. As such, I don't need solitary animations like attacking or w/e but instead will need animations that are dependent on positioning.
I'm trying to decide between Unity or Godot. I have the most familiarity with Godot and enjoy it but my experience is strictly 2d and I hear Godot is problematic to animate in. I'd prefer Godot but if needed I'll have to learn Unity.
Thus far I have just finished the basic model I plan on using in Blender (though I've yet to add textures or clothes) and, before I get to rigging and subsequently animating said model, I wanted to ask a few questions to be sure I wasn't going to have to re-do that work.
1. Would I be able (/ would it be advisable) to rig and animate my models in Blender then transfer them over to Godot / Unity or would it be better to rig / animate in Godot / Unity (or a mix, wherein I only rig in Blender).
2. If I rig in Blender, would any physics effects (ie: jiggle physics) not transfer properly to Godot / Unity?
3. I thought of using Ren'Py at first as my game wouldn't require the player to actively move around (just the camera) and from what I hear Ren'Py does allow 3d scenes. This would reduce the workload. Issue with that is: I need to be able to make choices AND change expressions (see note a.) mid animation. I don't think that's possible with the way Ren'Py fakes 3d will it? And even if it does, with the camera and animation I have planned, would it be worth it to figure out how to do so in that system rather than just using something better at handling these things (Godot / Unity)?
Some notes to keep in mind I'll need to do:
- a. The models themselves will be fairly low-poly without facial animations. This is because I plan on using spritesheets to draw expressions which are then switched on the models (Think Wind Waker). I plan on handling this as states in the engine.
- b. The animations will be sexual in nature and the scenes will be static in location. As such, I don't need solitary animations like attacking or w/e but instead will need animations that are dependent on positioning.