Make Animations work
In the Blueprint
Drag the animation blendspace
and connect the circled line togther.
this will now need a value to read from - this requires code.
finally i connected it to the player blueprint
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Animations and blendspaces
Importing the animations you need to make sure you link it to the character model.
The animations need to use a Blueprint - controls the animations and a blendspace - this smoothly links one animation to another.
you need to make sure its linked to the right skeleton
the blend space is a graph controlled by a value in this regard we will use player speed. the speed will basically control like a gradient from 0 - max speed.
so if you are at 0 idle will play and 1 walk will start and if your at max speed 2 you are fully running.
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Animations in Mixamo
The animations I think I need are
Idle - add some interest to standing still
Walk - slow motion movement
Run - Full speed
When downloading these animations you need to make sure that you use IN PLACE of the animations will not link together correctly.
Without Skin is also an option as we already have this from the character - this allows for just the animation to be used. this saves space in the game.
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Animation in Unreal Engine
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Replacing the Character
My initial idea was to use my 2D character design but on reflection using a 2D character in a 3D world just didn't seem right to me.
Doing this would have also have involved creating a complex series of animations as its 3D space more directions would have ben required and reviewing my timeframe this would not fit into my project now.
MIXAMO
Mixamo is an online application owned by Adobe. this is a free resource for getting game ready characters and animation to use in Unreal Engine.
In Mixamo i looked through the character options and selected EVE.
although not obviously an Asian character the clothing on this model was more in keeping with an Asian aesthetic.
The pose is called a T pose this is the most common way to make a default model as it make it easier for the skeleton to be made.
To download the file you just hit download and it makes an FBX file for Unreal Engine.
This will have the model and the skeletal mesh. When importing into Unreal Engine you get this pop up.
Making sure that when I import I make a new skeletal mesh -this is what the animations will attach to.
TO change the default character in Unreal you need to open the player blueprint and replace the Skeletal Mesh Actor.
Next is the Animations.
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final outcome.
this is the final outcome of my map i have created, i barried off the edge of the map with big rocks that have been sized up and then planted a lot of trees and little forrest decorations like tree stumps. this took longer than it should of because i actually lost my foliage tool so i couldnt paint on the trees i had to induvidually place them myself. but i think the outcome hast turned out really well and im very pleased with it.
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i have started pieceing my models together to create a little village, i really like how this is coming along and think it will look really cool when its all complete. i got the trees and rocks from a resource pack so i didnt have to make my own and i think they look great and really look like i have made them by having them match my style.
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unreal engine
i have now imported my other two buildings and they have turned out better tham i thought, they have also been imported with the roof texture. the only problem is that all the tiles are different sizes on each building, the house also has the tiles going the in the wrong direction, but i prefer this so much more than having no tiles.
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This is my A2 sheet for my end of year exhibition to show off all our work. it is difficult for me to show off my work in the same way as other people because my work has been made for a game and them being an image doesnt get the same recognition as other 2D work. so i have put my character sheet big at the top which gives everyone the idea that this is the main character, and then having some 3D models underneath it sets the scene of where and when my project is based. also putting my characters nect to some of the models allows people to compare the sizes in game, this also gives the idea of my characters being childeren much clearer. i am also putting in my models into unreal engine to create a game to allow people to run around my village and really see what my models would look like in a game.
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what is uv mapping
UV mapping is the 3D modeling process of projecting a 2D image to a 3D model's surface for texture mapping. you then take this 2D sheet into photoshop and draw on creating your own texture by drawing what you want, so maybe having a base colour and drawing wood grains over the top to create a wood looking texture. once this has been drawn you can put it back onto the 3D model and then the 2D texture wraps itself onto the model and then its completed. this was going to be an option for my models when i finished creating them, but due to the lack of time i had left on this project and me not having any idea on what i was doing, which made me scared of doing it and ruining my work, i decided not to texture by UV mapping. but i do really want to try this out in the future next year and get good at it, because when you can texture your models it can look really good, and looking at some games texture work and how good it can look has really made me want to try it out and get bette at it.
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these are some world of warcraft styled buildings that have been shown before their render and texture. i like looking at these worksheets because it gives me an idea on how they were created and the process it went through to get to that final outcome. also showing the texture uv map makes me feel more comfortable doing it. looking at these designs give me ideas on what to make and how to make the different models. this gives me an idea of what i can do in the future when creating models and has helped me. i found making my models a little difficult but on these it looks super easy, i think because i was learning the new software and learning to model i was confused a lot and just went for the easier option more than the technical option.
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