2019年12月13日金曜日

Unity Cyborg


2019年5月23日木曜日

How to add your own model(not recommended)

The main content of this asset is model and animation.
It is not made easy to add your own model.
However I will try to explain how to add your own model.

All Blueprints named BP_ChasingFishNameNew Inherits BP_ChasingFish.
However, animation blueprints are very different for each type of fish, so you need to re-create it with reference to a fish similar to your model.
For example, if you want to add catfish

1.
Create an animation blueprint
AnimBP_CatFish
by choosing CatFish's skeletal mesh.

2. Create BP_ChasingCatFishNew by inheriting BP_ChasingFish
Change Mesh to CatFish Skeletal Mesh.
Set Animation Class to AnimBP_CatFish.

3.
There are two main ways to create animation BP.
By using blend space like Ayu.
By using bone rotation like Arowana.

The Ayu method requires animations Eat, Idle, Swim, and set that is compatible with Pitch and Yaw.
The Arowana method requires Eat, Idle and Swim animation.

The following is using Arowana's method:
Add the same variable as AnimBP_Arowana to AnimBP_CatFish.
Next, copy and paste the event graph of AnimBP_Arowana to the event graph of AnimBP_CatFish.

4. Create an anim graph referring to Arowana's anim graph:
Copy and paste the anim graph of AnimBP_Arowana to the anim graph of AnimBP_CatFish, then replace the animation in NewStateMachine.
Change the name of the bone to transform.
However, it is necessary to adjust the angle and orientation of the bone to be transformed here because it depends on the local coordinate system of your model.

5.
Add CatFish to ENum_FoodType.

6.
Adjust the BP_ChasingCatFishNew variable.
Set FoodType to CatFish.
Change MouthBoneName to the name of your model's mouth bone.
Adjust Length to the size of the model.
Other parameters are adjusted with reference to similar fish.

2019年5月14日火曜日

Fishes for Unreal Engine(Material).


I will explain the material of Angel Fish as an example.
Blend mode is masked.
A dither node was used for the translucent part.
If there is a background, the relationship between back and forth is properly processed.
However, during the animation I saw some afterimage-like phenomena.

Fishes for Unreal Engine(Skeletal mesh).











2019年4月12日金曜日

Fishes, Koi


Fishes for Unreal Engine.

About BP_ChasingFish:
1. When a certain time has passed and when the satiety is negative, the nearest eatable food is searched.
2. The satiety decreases with time.
3. If there is food, it will go to the food.
4. When satiety are full, or when  out of food, go for a wandering.

Inheritance relationship:
BP_FishCharacter<BPChasingFish<BP_Chasing*New
BP_FishCharacter<BPChasing*

(* Is the name of each fish)
BP_Chasing * chases BP_FishFood.
BP_Chasing * New will chase BP_FishFoodNew or BP_FishFoodNewCharacter.
Other than shark and tuna I recommend BP * ChasingFishNew.

About BP_FishFoodNew and BP_FishFoodNewCharacter:
FishTypes: Types of fish that can eat this food.
Amount: Every time a fish eats it is reduced by a mouthful of the fish and added to the satiety of the fish.
The food actor is destroyed when the amount becomes zero.
IsFloat: True if floating in water.

About BP_FoodSpawn:
The variable Amount determines the amount of each food, not the number of food generated.



2019年2月13日水曜日

Vive向けVRアプリ
Robot avatar explorer
が審査を通過しました

これは現段階ではわざわざアプリとしてリリースするほどのないようなものに見えると思います
今後のアップデートではいくつかのシーンを追加してVRとロボットをテーマにしたオムニバス形式のちょっとかわったVR体験を提供する予定です
さらに最終的にはVR内から現実のロボットを操作可能にして
Avatar XPRIZEにつなげる予定です