Thursday, 24 May 2018

Texturing


Today I started to learn how to make seamless images to help us out for texturing and get the basic knowledge down. I've already learnt how to make things such as the specular map and normal map so I'm retouching on that and learning more advance ways of texturing. The problem I have is I don't have the same camera quality pictures as most people and I'm not advanced in Unreal Engines texture blueprints.

Update

As deadline approaches and our animation/blend space being broken. Me and Isiah have collectively decided to scrap this idea and go for a different route changing our game from a combat game to a puzzle game using the same building as before. Isiah has created all the assets and has made a lot of the animations in his own time and all that really need doing now is creating textures and adding sound cues. How ever yesterday our USB stick as caused problems and we could not get our game to work, however we spent awhile trying to restore our game but unfortunately we could only get the assets back. This is a major set back but we will be capable of getting work done.

Thursday, 17 May 2018

Sounds

I've collected a bunch of different sounds into an archive to add to our game I've thought about all sorts off sounds that might need to be added like cracking of wood, clinking of metal for armor. I figured out how to make both of the gates open at the same time and even added a sound cue of scraping.

Friday, 11 May 2018

Character animation and Armour stuff

In todays class I started to do some character animation rigging using a tutorial I have found. It uses the pre-made Mixamo animations of which are all to do with sword and shield animations. It has a whole range or animations which will be useful to our character from blocking and attacking. To get it to work I first had to import the player model and all of its skeletal meshes so when I import the animations it has a skeleton to use when it imports. to start off with i duplicated the third person character then used the imported skeletal mesh as the body. this is so all the moving functions are already there so there nothing to change. I made and animation blueprint and a blendspace for the character which just make all the animations work.


After in the blue print I made a state machine a a body group node which is the basis of making a animation work all together.
In the locomotion I made a run node which gives the entire function logic to run off of. Then I over to the blend space to have the animations connected.

This is what controls the aniamtion going from state of not moving to running/moving.

This is the blendspace blueprints that helps you tinker with the animations for this one I just added on the neutral line the resting animation and next too it i added the running so it goes between those animations depending on what you determine when it walks or not.

Afterwards I experimented with sockets adding armour to the different joints to see if the animation still works with the different pieces or if we have to re think our approach.

in this to have the pieces visible you need to add a static mesh target the location of the join and it automatically finds it from your skeletal mesh, in this editor its easier to make it scale to what you want as well.

Animation and doors

Today I fixed the animation for the doors and fixed the collision boxes on the actual building itself because all of my previous work was reverted for what ever reason. the best and worst part of having all individual objects is that you have a larger range of detail you can apply to the object but the bad thing is it increases the time of your project up due to having to individually UV map and collision box and texture. As for the animation of the door it would only work with one door as i wasn't aware you could add another group to have both doors be animated. So now when i hit the trigger box it open em up and its looks nice imma try and add a sound cue for the metal scraping soon but i have not figured that out yet.