[video output=day276 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Tuning the Body Animation" vod_platform=youtube id=xdtQ9fFru0g annotator=Miblo]
[1:17][Run the game, demo our problem with the stretching not looking great and consider moving to a more top-down perspective]
[3:12][Blackboard: How top-down art may solve the detachment problem]
[5:15][Run the game and demo the lack of collision on the side walls]
[7:30][handmade_world_mode.cpp: Move the head down and draw it in front of the cape]
[8:29][Blackboard: How the art assets are currently packed]
[10:13][handmade_render_group.cpp: Investigate the sorting]
[11:57][Debugger: Break on PushBitmap for the cape and head and inspect their SortKey]
[16:03][handmade_world_mode.cpp: Sort the body parts slightly more correctly]
[19:42][handmade_world_mode.cpp: Limit the shearing]
[24:14][handmade_world_mode.cpp: Mitigate the separation problem]
[32:33][Run the game and consider disallowing diagonal movement]
[34:29][handmade_world_mode.cpp: Disallow diagonal movement]
[39:01][Run the game and try out the cardinal movement]
[42:14][handmade_world_mode.cpp: Clean up the controller code]
[45:49][Run the game and try out the controller code]
[46:21][handmade_world_mode.cpp: Re-enable the head's recentering code]
[46:44][Run the game and try out the recentering]
[47:32][handmade_world_mode.cpp: Delay the recentering]
[49:55][handmade_math.h: Introduce ClampAboveZero]
[52:41][Run the game and try out the delayed recentering]
[55:07][Q&A][:speech]
[55:31][@fr0styninja][Do you think like a sort of rhythmic based movement where the hero would have to wait a bit before being able to move again (say he's getting ready for a jump instead of stamina-lessly jumping around non-stop) could perhaps help in this situation? Realise it's a design decision and might not be what you're looking for, but perhaps you haven't entertained the idea]
[56:21][@ttbjm][Do you think rotating the torso would help?]
[57:12][@cubercaleb][For the Q&A can you have the hero walk around on a live loop?]
[57:44][@sssmcgrath][Try wrapping the body around bezier rather than just linear stretching?]
[58:24][@billdstrong][For the up-down motion, couldn't you forgo the stretch, and have a jump of each part?]
[58:38][@beerchug][Why wouldn't you shear the top of the feet to stay under the moving body?]
[59:11][@commandercool0][What about a small translation of the body before and after the jump, say 10%-20% of the distance between adjacent dots?]
[59:52][handmade_world_mode.cpp: Displace the body based on the distance of the head from the nearest traversable point]
[1:05:06][Run the game and check out the displacement]
[1:05:35][handmade_world_mode.cpp: Apply the floor displacement only to the cape]
[1:05:56][Run the game and check out the cape's displacement]
[1:06:35][@btngames][The more I see the more I like this. I wonder whether a subtle head bob may add a feeling of believability. Just a thought]
[1:07:47][@longboolean][Would it help if the body stayed on the tile, but the cape was positioned between the body and the head?]
[1:08:21][Consider asking Yangtian for art that is more top-down]
[1:09:48][@thesizik][Perhaps a minimum stretch length so you don't get disappearing bitmaps while moving down?]
[1:10:03][Close up][:speech]
[1:10:41][Announcement: HandmadeCon 2016[ref
    site="Molly Rocket"
    page="HandmadeCon 2016"
    url="http://mollyrocket.com/news_0033.html"]][:research]
[/video]
