Unreal Engine向けキャラクター
Great White Shark
が審査を通過しました
The main content is the process of creating the game engine assets currently being created.
2017年10月31日火曜日
2017年10月30日月曜日
Unreal Great white shark(Blueprint)
Turn and roll animations are not included.
Instead, spine's and head's bone's angles are directly changed by Transform(Modify) bone in the Animation Blueprint.
The rotation angle is derived as follows.
f: forward speed
y: yaw speed
dt: delta seconds
Let the length of the shark be L.
Let φ be the angle of the figure when approximating the body of a shark with a circular arc.
Then,
fdt/ydt=L/φ.
Hense
φ=yL/f.
The rotation angle of the bone to be sought is the number
yL/8f
obtained by dividing φ by the number 8 of the spine and the head bone.
Instead, spine's and head's bone's angles are directly changed by Transform(Modify) bone in the Animation Blueprint.
The rotation angle is derived as follows.
f: forward speed
y: yaw speed
dt: delta seconds
Let the length of the shark be L.
Let φ be the angle of the figure when approximating the body of a shark with a circular arc.
Then,
fdt/ydt=L/φ.
Hense
φ=yL/f.
The rotation angle of the bone to be sought is the number
yL/8f
obtained by dividing φ by the number 8 of the spine and the head bone.
Unreal Great white shark(Material and textures)
The serrations of teeth are represented by normal map.
Unevenness of the skin surface is expressed by a detail map.
The points of nose are Ampullae of Lorenzini.
Rotate the eyeball backwards to protect the eyes when attacking.
Rotate the eyeball backwards to protect the eyes when attacking.
2017年10月29日日曜日
2017年10月25日水曜日
2017年10月19日木曜日
アセットリリース(Humanoid furniture)
Unity向けアセット
Humanoid furniture
が審査を通過しました
ヒューマノイド型にリグ付けされた家具(机 椅子 燭台)です
このパッケージ自体には人のポーズから家具のポーズへとその逆の
アニメーションのみしか含まれませんが
ヒューマノイド向けのアニメーションが流用できます
スタンダードアセットの歩行アニメーションなどが使えます
Humanoid furniture
が審査を通過しました
ヒューマノイド型にリグ付けされた家具(机 椅子 燭台)です
このパッケージ自体には人のポーズから家具のポーズへとその逆の
アニメーションのみしか含まれませんが
ヒューマノイド向けのアニメーションが流用できます
スタンダードアセットの歩行アニメーションなどが使えます
2017年10月15日日曜日
Description of Bald eagle(Unreal version)
This package contains the following 11 meshes.
Mesh_BaldEagleLowPoly
Mesh_BaldEagleMiddlePoly
Mesh_BaldEagleHighPoly
Mesh_BaldEagleSuperHighPoly
Mesh_BaldEagleSuperHighPoly2
Mesh_BaldEagleSuperHighPolyMorpher
Mesh_BaldEagleSuperHighPoly2Morpher
Mesh_BaldEagleSuperHighPoly2MultiUV
Mesh_BaldEagleSuperHighPolyMultiUV
Mesh_BaldEagleSuperHighPolyMorpherMultiUV
Mesh_BaldEagleSuperHighPoly2MorpherMultiUV
I will explain these differences.
The number of vertices of the mesh is different for the first five meshes.
The number of vertices will increase in the following order.
Mesh_BaldEagleLowPoly
Mesh_BaldEagleMiddlePoly
Mesh_BaldEagleHighPoly
Mesh_BaldEagleSuperHighPoly
Mesh_BaldEagleSuperHighPoly2
Mesh_BaldEagleSuperHighPoly and Mesh_BaldEagleSuperHighPoly2 are all feathers modeled.
About these, there are morph targeted meshes.
That is the mesh with the name morph.
There are six types of morph targets "head, leg, wing, body, back, random".
Next, I will explain the mesh with the name "MultiUV".
The first UV coordinate is for expressing the base color.
The second UV coordinate is a non-overlapping coordinate to give random color fluctuation to the whole.
Mesh_BaldEagleLowPoly
Mesh_BaldEagleMiddlePoly
Mesh_BaldEagleHighPoly
Mesh_BaldEagleSuperHighPoly
Mesh_BaldEagleSuperHighPoly2
Mesh_BaldEagleSuperHighPolyMorpher
Mesh_BaldEagleSuperHighPoly2Morpher
Mesh_BaldEagleSuperHighPoly2MultiUV
Mesh_BaldEagleSuperHighPolyMultiUV
Mesh_BaldEagleSuperHighPolyMorpherMultiUV
Mesh_BaldEagleSuperHighPoly2MorpherMultiUV
I will explain these differences.
The number of vertices of the mesh is different for the first five meshes.
The number of vertices will increase in the following order.
Mesh_BaldEagleLowPoly
Mesh_BaldEagleMiddlePoly
Mesh_BaldEagleHighPoly
Mesh_BaldEagleSuperHighPoly
Mesh_BaldEagleSuperHighPoly2
Mesh_BaldEagleLowPoly
Mesh_BaldEagleMiddlePoly
Mesh_BaldEagleHighPoly
Mesh_BaldEagleSuperHighPoly
Mesh_BaldEagleSuperHighPoly2
Mesh_BaldEagleSuperHighPoly and Mesh_BaldEagleSuperHighPoly2 are all feathers modeled.
About these, there are morph targeted meshes.
That is the mesh with the name morph.
There are six types of morph targets "head, leg, wing, body, back, random".
Next, I will explain the mesh with the name "MultiUV".
The first UV coordinate is for expressing the base color.
The second UV coordinate is a non-overlapping coordinate to give random color fluctuation to the whole.
UV coordinates of the second map.
Mesh_BaldEagleSuperHighPoly2Morpher
Mesh_BaldEagleSuperHighPoly2MorpherMultiUV
2017年10月14日土曜日
2017年10月8日日曜日
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