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    Originally posted by CobaltUDK View Post
    Mixamo have good animations, but I had to modify a lot to fit with my characters idle postures. The same with the walking animations, to have the foot in the exact position when touches the floor. In some cases that ruins the animations and I have to look for another.
    And fast aninations, like attacks, are easy. Others like turn in place are more complicated, I have to fix them.

    I will take a look to the facial mocap video.

    Some screenshot from your game ?
    Indeed, Mixamo has some good action animations, but in cycle/looping animation as walking or running, I preferred using free mocap as a base and do my own animation on it. Mixamo's looping worked odd in my characters.

    Screenshot of my project? Yup, I have it. I'll send in the private message (and don't pester your thread with another user images ^^)

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      Your models have AAA quality, you should show them to the world

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        Originally posted by CobaltUDK View Post
        Your models have AAA quality, you should show them to the world
        Thank you! ^^ It means a lot for me, for real!

        I'll show them, as soon as I find another system better than AimNode or additive animations with BlendByAim. I'm testing switch all weapon animations, changing the animset for each one, and as soon as I finish it, I can open my thread. (Geez, there a lot of things I want to discuss in my thread).

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          Thinking about place some mountains out the playable area to make bigger the landscape views. The current map is a island, but with this I can do a peninsula with coast for one side, and mountains for the rest.

          Click image for larger version

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          Playable area will be the same, 10 x 10 Km. What do you think ?

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            Hard to say without a before and after photo.
            Sometimes less is more and more is just too busy...

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              its always good to have landscape beyond the playable area to add to the illusion.

              I havnt tried it on my 10kx10k map yet so I don't know how it will work out.

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                Yes, the only thing is to place "walls" in the playable area limits. Some mountain impossible to climb or something similar.

                I have changed the aiming system, but I show it in the new forums (this will be closed to new posts in two weeks):

                https://forums.unrealengine.com/show...l=1#post436709

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                  I made a dismemberment system using "HideBoneByName". Here's the video, with graphic content:

                  https://www.youtube.com/watch?v=FOmXoNhz36I

                  Perhaps it's a little bloody, and I don't know if this is the path I want to follow. What do you think?

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                    totally awesome.but I guess you probably knew id say that.

                    I had problems when using hidebonebyname but I cant remember what they were now.not that I didn't have problems using bone break too.

                    once again,you have outdone yourself!(and the rest of us)

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                      Thanks. I have a problem when attaching the particles to the dismembered bone. It seems that the bone is scaled to 0.0, and then translate the origin to the parent bone. And the particles are moved too. If the hand is the bone hidded, then the particle moves to the forearm bone.

                      I don't know yet hot to solve this, because the particles only can attached to bones or sockets, and both are scaled. I need to find a way to add a offset equal to the parent bone lenght. "SpawnEmitterMeshAttachment" has a "RelativeLoc" paramater, but don't works for me, seems to be completely ignored.

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                        Cobalt, Any chance you could embed the video above so its viewable on the forums?
                        Exactly as you did before here. Otherwise its locked to anyone w/o a gmail a/c.
                        (Killed off all gmail / hotmail / yahoo email a/c's after Snowden revelations)

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                          Yes, here is it:

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                            Cheers CobaltUDK! Totally agree with Gaz661, awesome...
                            Liked the kung-fu-gang vs. girl-with-gun slaughter scene (quite Tarantino-esque)

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                              Je, good point.

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                                I just remembered what the problem I had with hidebonebyname.once a part was hidden (any part) and then the pawn was killed,the mesh would completely freak out and send the corpse flying off at insane speeds.as if the hidden part was colliding with the ragdoll.

                                I see you don't have this problem though.

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