🌊云山玉海 Hunter_Hu
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【2017-03-17】Steps to Art Demo: Update Just a small update this week as we’re still in the middle of some fairly large tasks. We are in the THIRD ROUND of the “nickname the Tsi-Hu” contest. Ronyn has posted voting details here. THMPR animations have started. We’re doing a walk cycle, idle, emote and drilling. For the curious, we use Maya to rig and animate everything before importing it into Unreal and hooking it up to an animation blend graph. The blend graph determines how animations shift and transition between each other. We’ve also printed around 10 THMPR busts, so these will be shipped out to regular backers late next week after assembly. We will ship in waves of 10. Max Kahuna backers will take longer because of the hand painting. I’ve also outlined the remaining sections of the vision book, which will provide a high level view of gameplay systems. We will post the first part of this draft next week and also host a Chief Chat the following Saturday. You can ask your gameplay questions there, based on what we post. Joe has the roughout for the Omniframe in its first revision pass. When it’s farther along, he will start streaming his modeling again for everyone to watch. The final steps for the playable THMPR art exe are: 1) Sculpt sample terrain in Unreal using the texture we made. 2) Create the art and build the skybox. 3) Finish all animations. 4) Import the THMPR animations and create an animation blend graph. 5) Script a simple keyboard, button-press UI to trigger the THMPR animations individually. 6) Wire up the default 3rd person Unreal temporary character and give it a way to control the THMPR movement. 7) A little polish. After that, backers can expect the THMPR art demo exe in their hands. Omniframe basic movement demo to follow after that! Thanks for all the support and see you soon!
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