During the tutorial I am following the video asks me to use a greatsword walk animation downloaded from Mixamo. However the animation file used is not rooted, so they use the Unreal root animation function, however this adds a slight wobble to the character as he walks which looks rather silly. I know that Mixamo has an in built root function within it that works a whole lot better. This was my first time importing animations myself without using a pre-set asset file and it unfortunately went wrong. When imported the file seems to have issues with the skeleton and the end result is this warped nightmare. This was a simple issue of the model I was using used a different rig to another. I now have a weapon switch function which changes the animations of the character as well as slowing the character down when the greatsword is equipped.
I have started to create a block out the level in Unreal 4 in order to get a sense of the scope of the level and to generate some ideas. I have decided that my level will be set in a large gothic castle with 2 huge looming towers providing a visual focal point that the player will see at the start of the level and will hopefully want to reach and explore the castle. As the towers are such a key point in the design as well as the structure of the castle I have blocked them out first as the size of the towers will inform the scale of the entire level. The mountains in the background are helping in this regard as is the stack of Unreal default character models. The mountains will likely exist in the final level as to sell the scale of the castle to the player and give them a sense of accomplishment and progression upon reaching the top. However the current implementation of these mountains is far too polygon intensive and a waste of performance resources as a whole for a back drop. Polygo...
I have created a weapon combo system. If the player presses the attack button 3 times they will do a series of attacks. The attack that plays will also differ depending on what mode the player is in (sword and shield/ greatsword mode). I have sped up the speed of the switching animation as I felt it was too slow before as the player was stuck still whilst watching a long animation to do so. The camera also shakes after the third blow to give it more impact, which is done by placing a notify in the animation montage. These notifies are used heavily to make the game know when the player is swinging the sword and when they are not. Without carefully placing these notifies the attacks will glitch out and play over one another. Currently the character slides backwards after the Sword and Shield combo, this is easily fixed as its simply because the animation I used is not rooted. All I need to do is get a rooted animation from mixamo, and if it doesn't have a rooted varaint I will j...
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