Exploring how to get a custom character to operate as a third person view protagonist – and essentially there are four steps:
(1) Import character and animations, with at least those needed for the minium viable TPV e.g. idle, walk, run, jump.
(2) Setup an event graph blueprint
(3) Build out a state machine, using the variables exposed from the event graph to run the transition state rules for the animations.
(4) For nice smooth animation blends create a blend state map (in this example blendstate only used between walk and run animations, transitioning on character speed)
Examples below of 2 and 3 for a very simple third person blueprint. Once these factors are all working can then position camera to actor distance, angle etc.
This third person blueprint tutorial video helps, though has not been built for version 4.25 and some of the event graph functions are different and require tweaks (as per first picture below)
I’m continuing the investigation of using Epic’s Unreal Engine (version 4.25) for Cogwheel Chronicles.
Presently as a beginner with Unreal, I followed an interesting tutorial – https://www.youtube.com/watch?v=a0qNO6_xPx0 .
This just scratches the surface of Unreal, but once through it I did know the very rough basics of importing assets and basic terrain creation and update. It’s just enough to get you going.
Here’s our heroine Cathodia Callan rendering under Unreal:
Can’t say I’m upset with the initial visualisation .. a long way to go though
Some elements of 3d kitbashing have gone on to create this new hero airship for Cogwheel Chronicles. As much as I might want to create everything from scratch, I just don’t have the time at the moment.
Still, I think it looks OK rendering in Unreal and looks pretty cool in action with flapping wings and spinning rotors.
I’ve been experimenting with part of AMD FidelityFX suite.
So far the sharpening effect is really proving worthwhile at very little performance cost:
Perhaps easier to see with this juxtapose approach:
It produces a subtle but very clear sharpening effect, testing continues …
Simply staggered by this evolution coming into Unreal Engine 5:
And just as amazing is the announcement that studios pay nothing to Epic for using the unreal engine until the first $1M is earned! Another staggering fact for indie developers to mull over.
The Lumen illumination and Nanite geometry capabilities are truly 21st century game changing game development capabilities.
Some screen shots from the video:
Just exploring some of the game themes within a ‘mood board’ of sorts:
I isolated the inherited SSAO contribution to the overall post processing effects and was a little underwhelmed:
Definitely some AO contribution but this type of post processing is quite expensive to compute, so thought it could get a lot better.
After a trawl of what others had achieved, a refactor of the shader produced this (based on the cry engine approach):
This I thought added a lot more, but perhaps too much on the flat surfaces, so polarised to this: