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.
The main content is the process of creating the game engine assets currently being created.
2017年10月30日月曜日
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
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