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What Are You Working On? Community Screenshots & Videos
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Two New Stances, dragon stance and phoenix stance ( martial arts and twinblade respectively ) dragon stance has become the new neutral stance, single katana has become a fast stance, phoenix stance is a power stance, nearly finished both of these stances, new dodging mechanics that are much easier to get to grips with, new jumping mechanics, fast air dash attacks can be performed from any stance now and so can the up down wheelkick.
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Diablo Meets Ghost'n Goblins, Work in progress... Let me know what you think. Thanks :-)
VIDEO HERE
https://youtu.be/Oppl0UPkycw
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A music video for a Lebanese artist called Toni Geitani (about 95% done)
https://soundcloud.com/tonigeitani
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Modular Character Mesh Component system.
Short youtube video showing the randomizer function.
100% Blueprint so far.
What started as a "how do modular characters work?" experiment has grown. ModularMeshComponent acts as a holder of the Arrays and NameMaps that track all current and equipable armor and weapons/equipment. It also has several functions to help getting data in/out of the component for use such as randomizers, all usable at runtime.
Additionally offsets and and rule functions are used to determine which sockets to spawn equipment on (eg sheathed vs in-hand), along with rulesets for how hair should be spawned to prevent clipping through headwear .
Currently using the MasterPoseComponent to sync animations, will look into support for Skeletal Mesh Merges down the line (requires C++ and not sure if I will switch it from 100% BP)
I've worked to make the component as "art independant" as I can, so it can work with other Modular Art assets from the marketplace (or that you make). Unfortunately I only have one modular mesh art asset to test it on, so not sure how much time it would take to get it up and running. That said most of the work would be populating the arrays with your meshes and using the helper functions/offsets to reduced clipping issues.
Next I plan on:
- improving the equipment socket offset handling
- better item set storage/retrival and random item stats generation (with random seeds).
- expand on the tint masking and material parameters, for more color customization options.
- expand on the character creation widget that's still in the rough stages.
If it gets much further I'll probably look at submitting it to the marketplace.
Mesh is from this asset pack by Dungeon Mason (which was one of Epic's free asset packs for May2019):
https://www.unrealengine.com/marketp...heroes-polyartLast edited by MajorSmash; 06-04-2019, 07:26 AM.
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Learnt and trying to master facial rigs and facial animations for the rpg i'm working on :
https://www.youtube.com/watch?v=YOm95t-4lYE
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