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Week 2 - I Have the Power

Writer's picture: Gruz zGruz z

Updated: Oct 22, 2018


I've found that nearly everything you want to do it's already been done in some other way and all your questions have been answered. All that was needed to do is to know how to apply that to your project. for example I wanted to get my pistons to move and squash the player. I looked at how to make a moving platform and then adjusted the blueprint to my specifications with looping animation and squashing the player.

While coding had a lot of roadblocks I couldn't do straight away, but there wasn't a thing that a long train journey thinking about the logic wouldn't solve. The hardest part to set up were animation blueprints, they are very hard to figure out what you're supposed to do you ,but once you figure it out its commons sense for all future animations.

I often found myself going back on older blueprint because I've found an easier and more streamlined way of doing things. Before I would code a bunch of branch statements to determine the animations for each combostate of the player but that was all later replaced with a simple select node.



The character is an old zbrush sculpt that I retopoligized and animated.

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