Hi Friends:
I am new to game development, using graphic engine and handling tools like Maya are totally new to me. Currently I’m trying to develop a
first-player vision sword fighting game on IOS using UE4, I think no matter how fancy it finally can be, such a game would need at least these
two fundamental contents:
1 A skeletal mesh for the sword fighter's arm and hands, just like FPS game.
2 Some static meshes for swords, can be choosed by our first-playered hero.
Currently I have some questions about these two basic components:
1 For the skeletal mesh, I hope it can perform a slashing movement to any direction (for example, users can use a finger to slide from position A
to position B on touch screen, I hope my first-player skeletal mesh can always make a slashing as the same direction from A to B). I know that the
skeletal mesh and it’s corresponding animation will have to be finished in maya, I think as the mesh is called “skeletal” mesh, there should be
some way to let me control it in C++, so How do I interact with these skeletons in Unreal C++ to dynamically make whatever movement as I want?
2 For the sword’s static mesh, I need to know how to let it can be hold by player’s hand and rotate/move with slashing. I think maybe I can build it
into the skeletal mesh? But if I do that, How can I dynamically switch different sword in the game?
3 Btw, I have never used maya, for now I just downloaded some meshes for test, there are really a lot of maya tutorials that even daze me, I don’t know
where to start. So Can someone recommend me some tutorials if I want to make the 2 components above as quick as possible?
1 All you need its the Skeletal Controllers, those things allow you to move a specific bunch of bones to wherever you want, i dont know them too much in UE4 but in UDK i use them to move my player head to see an specific point.
Here some info:
2 About moving the sword its not neccesary, you just move the arms and the sword will move along with them cause they must been attach to them, to attach it to the arms, just import the arms to UE4 Editor, create a Socket on the rightHand (for example) and name it ‘WeaponPoint’ (use the set preview mesh to adjust the scale and position of the socket according to the sword in the editor), then in C++ get the Sword Mesh using ConstructorHelpers::FObjectFinder, the Component class has a function called AttachTo, use it to attach it to the Pawn Arms using the socket name( SwordMesh->AttachTo(ArmsMesh, ‘WeaponPoint’)