4/2/2024 0 Comments Half life 1 animated texturesSearching left and right animation half way down the tunnel.There’s three custom animations that I made in Modo: Timing the pause and playing animations was a lot of trial and error, I should have sent events out from the animations instead that trigger the pause. There’s a few ways I could deal with it, including just changing the up and down sine wave motion to be driven by blueprint instead, or just restarting the idle animation when I start blending it back in (or probably a dozen better ways to do it that I don’t know about :P).Īlso, the “pause” functionality in the Attract Points is not a great way to do things. The Idle / Override blending part of this is definitely something I would change in hindsight, because blending in and out of the idle is a mess: the scanner could be on an up or down point when I start. The animation blueprint itself does very little:ĭown the bottom left is the Idle animation that happily ticks away all the time, and that blends with an override animation, which is what the Attract Points set.Įach of the rotators are driven by procedural animation on the Scanner blueprint, which I’ll show in a bit. There is also a blend in and out time for the animation, to give transition from the manually animated idle. The animation doesn’t start when the scanner reaches the point though, it actually starts at a certain percentage of distance along the previous spline segment leading up to this point. So when the Scanner reaches an attract point, it can pause for a while (I use this time to play an animation, generally). Here are the parameters that each point has: The division of labour between these things ended up being pretty arbitrary, but the initial idea was that an Attract Point can start playing an animation on the Scanner when it reaches the point, and can also modify the max speed of the Scanner when leaving the point. There are three main blueprints that do the work: the Scanner blueprint, the Scanner Path blueprint, and the Scanner Attract Point blueprint. So, erm, feel free to use this as a guide on how *not* to approach making an object float down a hallway… Down the garden pathĮarly on, I was trying to work out if I wanted to just animate the whole thing from start to finish in Modo, or do something a little more systemic.įor the sake of trying something different, I settled on having the main movement down the tunnel, rotation of the centre wheel, tail and little flippy bits (technical term) through blueprints, and then blend in a few hand animated bits. Part 3 of the breakdown of my recent Half-Life 2 Scanner scene.Īnd now for animation! Also known as “Geoff stumbling around blindly for a week when he really should have watched some UE4 animation tutorials”.
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