I have 2 non colliding “spring arms” attached to the Scanner root node, one that is slow to catch up (used for body tilt), one that is fairly quick (used for tail rotation). I’m calculating the velocity myself anyway, based on set max speed and acceleration values, so I could have just used that value, and built some lag into it. I wanted quite a few of the animations to be driven by the velocity of the scanner. Unlike my normal lazy self, this time I stitched a bunch of things together, so you can see it in full! Embrace lag Ok, back in UE4, time to have a quick look over the tick event in the Scanner blueprint. It was pretty fun doing some animation again, it’s something I really don’t do very often, and Modo makes it pretty easy to dive in. Modo has export presets for UE4 and Unity now, which is pretty ace! In Modo, I didn’t do anything particularly exciting this time around, i.e no interesting rig, I just keyframed the bones.
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