Nothing to show yet because I had to rethink how to create the single player levels. I'm using a brand new strategy. First create the enemies and what they do, floor, elevators stairs and build and play test that.
got the animation system pinned down!!!!. Had to learn the control rig system. It's brilliant. The way I'm using it is by creating a new control rig per gameplay controller based animations. Instead of a new animation and or canned animation I just create a procedural animation with the control rig and link that into the…
got the toon shader done and working with all the lighting. I have strategy and workflow for this game's look. Basically I have created atoon shder with all the controls I need but has no color. Instead of coloring each object I will just "paint with lights". My toon shader is designed to work with the Unreal lighting…
The modeling tools in Unreal changes how to see and use the engine. It makes creating environment and character chunks easy. Just do it all in one place.
Got the 2d system working well and figured out an aim system for 2d that is very intuitive. I'm going to move the project over to being in 2d mode until it’s complete, then add in 3d person over the shoulder. It's just more likely creating a 2d first will get done sooner. https://youtu.be/TgrLHEG_5L0
it may not be much of a use right now. Simple use of control rig and the complete system. But what is important to know is there is no canned animations in it and it was all created in seconds and is 100% dynamic. Dynamic as in at any time any new animation is simply programmed in with new points and space and it works.…
doubtful this is serious was interested up until the selfie... they made mirrors for self admiration, hit up chicks on instagram not p.c. unless you into dudes then...avatar says trollindo..how come this isn't removed if its b.s. remember that you created this response.
Pinned down the complete work flow with control rig. Create the pose and intended animation function in control rig itself, then send only the working point controls. Handle the control rig no differently than a bake animation in anim bp. Use the character bp to do the timing. It's very clean. My strategy is duplicated…
The next step is bow tie up an old code experiment I created in Unreal with Chaos. It's a simple character destruction system that is really fun and good-looking. Youtube video of it in action. Also finished up the key base char mesh in zbrush and even have the skel for it. https://youtu.be/zUZU3I5pI70?si=qFlhzeE_UVfGSGyv