FPS Animation and New Geometry experiment
- jacoblince8
- Sep 16, 2022
- 2 min read
So I have some more progress to report on my FPS project. The damage effects are all finished and tidied up so the next part was learning about how your character can be made more lifelike with animation blueprints and blend spaces. This is actually a really fun part, basically once you have all your animations put together and programed for a project, you can go one step further and have those movements blend together to show a more natural movement pattern for your character using a customizable graph system. All you have to do is type in the values you want on the x an y axis and place the animations on the grid that pops up when those values are registered. Once everything is in place, the tool will create a system of smooth transitions between each set of movements.
Unreal Engine has a lot of great tools to make just about anything. The other thing that I have been working on was trying to make a smoother version of my experimental geometry design and I finally figured out how to do it. There is a button that I haven't looked at up until recently that says "Weld." Basically you can merges different points in a mesh with this tool in the brush editor. So you can delete certain points and then merge one to the other side to make a new face on the mesh.
So I just deleted a few points on a materialized Geo-cone and "Welded on to the other side of the base. Then I extruded the new side and placed a subtractive sphere like I did the first time. Here is the result:


And here is a comparison:

I'm so satisfied with what I have learned so far and once I have learned about UE4 and i hope to be able to apply what I have learned to Unreal 5
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