My tutorial showing how to put live 3D content into a game’s HUD or UI is finally done.
I posted a preview of the tutorial a few weeks back, and thought that I’d have it done long before now. Some unexpected business travel put me off my pace, though, and I darn near forgot about it. Then Chance went and put the video in the Community Spotlight and that guilted me into getting off my butt and finishing it.
I apologize for the audio in a few spots. I was running a 102° fever through part of the recording and was sick as dog. That resulted in lots of coughs and other distracting noises getting captured in the audio. I’ve edited most of it out, but a few coughs, sniffles, and other noises made it through. You may notice a few dead spots in the audio where I removed the sounds.
It’s a very long video, clocking in at more than an hour. I went very much step-by-step through the entire process, setting up dynamic materials for the character, building the little color change spheres, building the proxy character, and putting that character into the HUD and syncing it with the player character. I even included a short section on minimizing the performance impact of the [FONT=Courier New]SceneCapture2Ds. More experienced people may wish to skip the first few parts, so I’ve put in a marker so you can skip forward to the live content in HUD part.
You can download the project right here.
So, here it is. I hope it’s helpful to some of you: