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Unreal Basics: Managing Skeletons
🐟 In Unreal we're able to import simple objects, but what about a more complex one, like a fish with inside a skeleton and a skin over the surface ? We'll be able to survive the importing process ? Well, if we did with the ball and the box, the fish won't be an issue at all, only more satisfying.
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Unreal Basics: Managing Skeletons
Unreal Basics: Importing Animated Hierarchies
🔗 In Unreal importing animated hierarchies require a skeleton even if you manage hard surface models. In fact Unreal is happy only with skinned geometries, no matter if the objects stay rigid.
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Unreal Basics: Importing Animated Hierarchies
Unreal Basics: Importing animated objects
🥎 Imagine a bouncing ball. Imagine to import it in Unreal. What you cannot imagine, is the ugly workflow needed to just accomplish such goal. Not only you need to set in Maya a gib by Skeleton and Skin, but importing such thing in Unreal will require the creation of 4 different blueprint tied together.
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Unreal Basics: Importing animated objects
Unral Basics: Blackboard
🧠 In Unreal you can use a Behavior Tree and a Blackboard to set the Behavior of NPCs. Why to limit them just to chasing the player ? They can patrol, idle, moving randomly and do many more things while waiting for the Player passing by.
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Unral Basics: Blackboard
Unreal Basics: Behavior Tree
🧠 In Unreal an NPC, even if it's really dumb, needs a brain to accomplish the simplest actions anyway. We can build up its brain by a Behavior Tree, a network of nodes to decide when it starts a new action.
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Unreal Basics: Behavior Tree
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