Went around and completed several things today. Finished the last of the series from Unreal on animation. Not a lot of useful stuff near the end, more of reiterations or techniques that are very specific to certain animations or models. I edited the attacks to give more forward motion to the character using variable curves,Continue reading "Squashing bugs and adding stuffs"
Improved locomotion
Nearly done with one of the animation series from Unreal engine. But they still have some other videos on extra tips that I will look into when I feel I need to no more. I spent tons of time fiddling with the values of the animation transition of the new movements I added, move startContinue reading "Improved locomotion"
Small steps
Learned a lot more today, particularly about very useful animation tricks such as setting events for leaving and/or entering a state. I also learned about sync markers that I can attach to animations so for certain animations such as walking or running you can set when the left or right foot are down so itContinue reading "Small steps"
A deeper dive
In these past few months I have become quite intimate (yes, intimate) with Unreal Engine. It has gotten to the point then while watching some training videos from their YouTube channel I can identify where the trainers are getting things wrong, or when they are missing certain parts. Of course many of the people teachingContinue reading "A deeper dive"
Light ’em up
Tried punches, then kicks, and back and forth. Neither felt right, so I decided to go with a sword made out of "light". I changed the material of the whip as well so it appears that the weapons are made out of this luminous substance. And this way it explains why the whip and swordContinue reading "Light ’em up"
Kicking and jumpin’
I began by refining more of the animation, the 360 movement when strafing. Lots and lots of new animations, going all the ways from diagonal back to front. I simplified the jumping animation by only using two different ones now, but there's a run animation if you jump while moving. The animation state machine isContinue reading "Kicking and jumpin’"
Animating is math
First off I couldn't sleep and stayed up because I couldn't stop thinking about the animation issues I had. So, work started early today. I didn't get far, but I knew what I wanted to accomplish from the moment I woke up. There was a problem with the direction calculation jumping back and forth betweenContinue reading "Animating is math"
A return to animation
Watched a lot of stuff today. A video on game optimization, which I need to always keep in mind so that I have the best performance no matter what console I launch to. I am not an expert on textures or materials so I was afraid some of the objects I had were taking upContinue reading "A return to animation"
Working with widgets
Incredibly powerful lesson I learned today about widgets. A widget is a way to display text or images to the player's screen. I needed to learn this so I could have a better way of communicating the target to the player in terms of lock-on and later on for the swing/grapple points. I made aContinue reading "Working with widgets"
A step towards new heights
There were many tutorials regarding how to implement a lock-on system. Since so many games have their own way of handling it, there are definitely many ways to do it. I watched a few and found the one that seemed the most straight forward. With it being relatively basic compared to the others I couldContinue reading "A step towards new heights"