About a year ago I wrote a detailed breakdown of my locomotion in the Unreal Engine. There is an info about the state machines, animation blueprints, blendspaces like walk & jog/starts/stops/turns/leans, and many tricks, could be useful for game or technical animators. link below
One thing that makes #GoMechaBall stand out is probably the kineticism.
The procedural animation system makes the characters dance along nicely with the surrounding chaos.
This character is probably the one I had most fun animating. Our Brawler.
#gamedev#madewithunity
we tested a novel method for the architecture in this game where everything shares the same material, which samples the vertex colors for occlusion, edge clipping, damage and texture variation masks. no uv's (triplanar shader), no texture masks (vertex colors) and 1 draw call.
Before make character's moveset, at first l create drafty sequence with future moves as parts of fight scene
And replacing draft moves to finished
It allows to see est amount of work and think of every single animation as part of whole task and take it easier
#pixaki#pixelart
nok 69
Physics-based melee weapons, red trail is just for debug.
Throwing the weapon was unexpected and emergent from dropping it during a swing.
Small character picks up heavy sword at the end and struggles with it.
This is a bit of a smaller one but I think is a symptom of a great direction Epic is going in with UI improvements; a tools panel for the UMG editor, another experimental plugin under "Tool Palette for the Widget Editor". Most entries have drop down menus too! #UE5
Not planning on digging too deep on this one, but the AnimationLocomotionLibrary plugin seems to be a system for synchronizing different anim movements of a character as part of a motion matching system? Will be keen to take a closer look another day but it seems very cool
The Landscape Patch plugin is an other new one that adds landscape layer deforming components(?). This one is a simple radial preset that comes in the plugin #UE5
First one: there's a plugin shipped with the engine that doesn't get talked about enough under AssetEditorPlacementMode, it provides another editor mode that acts as a foliage painter for static meshes. This was new to me, reminds me a lot of the Designer plugin #UETips
The new Scriptable Tools Editor Mode in @UnrealEngine 5.2 is really, really cool. It's a framework to easily create new drag/click/widget based tools! Can't wait to see what folks do with it. Here I made a simple Vine Painter tool to drop Vine Blueprints into the scene. #UETips