Hi guys,
here are first Creature animations for my work-in-progress game. So far are very very crude, each day I am learning a lot ) Animations are then exported via FBX file to Unreal Engine. There I created animation blends and montages. All are in testing stage, after I will improve in Creature, game characters will be updated. Actualy reimporting FBX to UE updates everything, so it is pretty easy.
https://www.youtube.com/watch?v=LeSldhk ... e=youtu.be
https://www.youtube.com/watch?v=Q_MVoHa ... e=youtu.be
Sometimes when I see my results I feel like Dr. Frankenstein creating horrible monsters
Cheers
Milan
Ice age game
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Re: Ice age game
That looks rather promising for an initial test! The bunny hopping around is also kind of cool. I assume you had some kind of random movement AI for that all done in Blueprint? It definitely makes the environment all come alive!
The sabre tooth cat is my favourite character in your 2 videos. You can probably add some side bones and put bend physics on them for some cool skin/flesh secondary effects.
Cheers
The sabre tooth cat is my favourite character in your 2 videos. You can probably add some side bones and put bend physics on them for some cool skin/flesh secondary effects.
Cheers
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Re: Ice age game
Hi Chong,
yes there is logic written in BP for the bunnies, actually there is whole class tree for all characters and lot is done just by parametrisation. Very important is to use UE Animation Blends and Animation Montages, because UE can do smooth transition between various skeleton animations.
For the sabre tooth tiger as well as for the bear I was using bend physics motors but I need to use combination of rotation motors. Reason is that with bend physics motors you can ensure exact timing of animation - so when after for example 100 frames the animation will loop to beginning there is nasty jump in movement. This is because I am using only FBX export. So I decided for kind of exact timing of motors But yes - the skin movement and also other effects will be there - Creature is cool tool for this
Cheers
Milan
yes there is logic written in BP for the bunnies, actually there is whole class tree for all characters and lot is done just by parametrisation. Very important is to use UE Animation Blends and Animation Montages, because UE can do smooth transition between various skeleton animations.
For the sabre tooth tiger as well as for the bear I was using bend physics motors but I need to use combination of rotation motors. Reason is that with bend physics motors you can ensure exact timing of animation - so when after for example 100 frames the animation will loop to beginning there is nasty jump in movement. This is because I am using only FBX export. So I decided for kind of exact timing of motors But yes - the skin movement and also other effects will be there - Creature is cool tool for this
Cheers
Milan
Re: Ice age game
Hello,
Yes that is a great writeup. So if you need to find a good looping range to make it not "jump", I suggest you take a look at the Animation Loop Analysis Tool which is designed for that:
https://www.youtube.com/watch?v=tRQOYzI ... e=youtu.be
Have a look and see if it helps. So what you do is export the entire FBX frame range and then trim it AFTER( based on the range in the Animation Loop Analysis Tool ) in UE4 or some other tool.
Cheers
Yes that is a great writeup. So if you need to find a good looping range to make it not "jump", I suggest you take a look at the Animation Loop Analysis Tool which is designed for that:
https://www.youtube.com/watch?v=tRQOYzI ... e=youtu.be
Have a look and see if it helps. So what you do is export the entire FBX frame range and then trim it AFTER( based on the range in the Animation Loop Analysis Tool ) in UE4 or some other tool.
Cheers
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- Joined: Mon Feb 15, 2016 8:06 pm
- Contact:
Re: Ice age game
I see, thanks for great idea. I will check it tomorrow!
Milan
Milan