ラベル UnrealGreatWhiteShark の投稿を表示しています。 すべての投稿を表示
ラベル UnrealGreatWhiteShark の投稿を表示しています。 すべての投稿を表示

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.

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.