This past week I tried to stay pretty busy, and got a lot of boring stuff done. So next week is onto the fun stuff.
I finished porting the new skeleton for Meridiana into unreal engine, and was able to transfer all the animations over. Because I ended up moving bones, I wasn't able to simply retarget the animations in Unreal. I was able to transfer them all to the new skeleton, and then tweak them as needed. This allowed me to go back and correct a few, and add motion to Meridiana's bag in a couple of them.
I also got Meridiana's new dress in the engine, with the APEX cloth physics MOSTLY working. To make it look best, I'm most likely going to have to change her bag when she wears that costume, but we'll see as I tweak it.



I had previously written a lot of detection for the enemies myself, and came to find out that Unreal actually had AI detection stuff built in. I took a break from Maya and converted everything over to use their system. This allows for a cleaner blueprint, and it'll probably end up being more efficient to boot.

I finally did some more animation for the Fish dude. He'll be getting a lot more animation in the coming weeks, but I knocked out his charm animation and basic death animation.
Regarding death animations, I do want to look into use ragdolls to try to make deaths a little more varied.


Now that he can be charmed, I can start doing the fun animations for him ^_-
Of course, as always I'd love to hear any comments, concerns and questions?
Eric
2016-04-18 13:52:39 +0000 UTCEric
2016-04-18 13:45:41 +0000 UTCSnizzlefit
2016-04-17 18:16:33 +0000 UTCMithos56
2016-04-17 17:38:23 +0000 UTCMithos56
2016-04-17 17:37:52 +0000 UTCSnizzlefit
2016-04-17 17:29:32 +0000 UTCTinybone
2016-04-17 10:40:37 +0000 UTC