Hello everyone. I started a new blank project. I’m remaking a boss battle from a 2000 n64 game where the environment was 3d, the character too but the movements were 2d. How to recreate the type of movement for both character and enemy in this video Kirby 64 Boss 7 (Final Boss) - 02 - YouTube (the part of the boss fight, not the initial platformer part) ?
I still have to import the models I’ve already made, but I’m doing a little planning. Thanks everyone!
hi @tarallo99 ,
you can use the FloatingPawnMovement or Character Movement to achieve this kind of planar movement. There is a PlanarMovement category in the CharacterMovement that lets you constraint movement to a plane. The rest is just sending input to the character using camera relative movement and some camera placement.
I will try that! Thanks for now.
Another question, when the enemy attacks, he open his eye to shoot projectiles more than usual and then return it to normal in a very short time. He does this while doing his looping wings animation. How to achieve a specific animation (the eye one) while the wings animation runs without being interrupted? I specify that in my model armature, the eye uses two bones to shut/open, then in the same armature there are the wings bones.
Hi, there is plenty of solutions here.
First thing that comes to mind is Animation montages, using different slots and a Layered Blend per Bone in an animation blueprint (lots of keywords here )
Or you can use blendshapes that lets you animate and blend different aspects of your model.
It vastly depends on your needs and knowledge
Okay, so if i make the animations in blender, how should I export them to use these features? I mean, I make an animation for the wings and another with the same armature but only the eye, then in unreal they mix together?
Update: I did that and succesfully achieved what I wanted. Thanks a lot (regarding the eye animation)
Regarding the general movement, I already set up the characters, with the player currently having a planar movement, but can’t figure out how to create the “half rotation” of the two characters when the player is at the border, how to limit the maximum the player can move in the area (at a certain point he stops moving although still receiving input to move in a direction) and how to make him going up and down, while the enemy does the opposite