Thursday, December 1, 2022

VR Interactive Characters (Final Pass)

 This week for our VR project I focused on fixing the gingerbread man blueprint as best as possible. I changed his physics asset type to be set to kinematic so that his mesh is no longer folding or falling through the floor. He is no longer stuck in the Ducking animation when you go to grab him again.
I added an audio cue for when you enter his box colliders and an audio cue for when you grab him.
I create a Donkey blueprint and added a On Hit Component with an audio cue so that the audio cue is triggered when hit by a waffle. I set the component to trigger the audio cue only if a waffle collides with his mesh.
I added the new fireplace mesh into the scene and also added the new fire VFX to the fireplace. 






Wednesday, November 23, 2022

VR Interactive Characters (Clean Pass)

This week I started working on a proxy in a bonfire particle effect and added it to the scene. I also made a material for a candle fire and added it to our candle blueprint. 
To enhance our environment, I added background music and environment audio.
I adjusted the lighting to resemble a nighttime scene with more emphasis on light coming from the fireplace.
I added our new animations into the project and hooked them up to the state machine. I fixed some of the texture maps for donkey and the gingerbread man. I made the candles grab-able.
Because I was unable to figure out how to connect our animation blueprint to the waffle blueprint, I also made the gingerbread man grab-able and added animation states for when he is grabbed and when he is released.
Finally, I rearranged the folders inside our scene World Outliner to keep things organized.










Thursday, November 17, 2022

VR Interactive Character (Proxy Pass)

This week for the Common Art VR Project, I added our Gingerbread Man skeleton and mesh to our project and change a few parameters inside of his material.
I created an Animation Blueprint for the Gingerbread Man where I arranged and added all necessary variables to our state machine: Idle, Reacting, Angry Jumping, and Ducking animations. I also created a Character Blueprint for him so that our Animation Blueprint connects to the Pawn.
Regrettably, the functionality for the Character Blueprint still needs work.
I slightly edited the physics asset to better fit the Gingerbread Man's mesh. I also placed our new Gingerbread Man Character Blueprint into our 'ShrekSwamp' scene.
I switched the grab and fist animations inside of our Shrek Left and Right Animation Blueprints state machine for a more accurate look when grabbing the waffle prop.
Before pushing all of my changes to Perforce, I rebuilt lighting and our reflection sphere capture.







Wednesday, November 9, 2022

VR Hands and Props (Final Pass)

 This week I fixed the rotation of our VR hands and created a new map to set dress as Shrek's Swamp. I added very simple lighting and began whiteboxing the level while keeping the World Outliner organized in folders. I also added a very simple plate mesh to place the waffles on.







Thursday, November 3, 2022

VR Hands and Props (Clean Pass)

 This week I helped set up the Animation Blueprints for the right and left hands. I helped re-import the new animations for each hand and tested in VR. I also helped set up a simple folder structure to our UE4 project.




Friday, October 28, 2022

VR Hands and Props Proxy Pass

This week I set up the file structure for our project inside of Perforce. For our VR Hands and Props project, I made the controllers for both the left and right hand meshes. I also helped implement our assets into our Unreal Engine project.




 

 



Thursday, September 22, 2022

Monday, September 12, 2022

Final Sprint Delivery

 For this sprint I did a final lighting pass, added a windy VFX and simple grass wind to the trees. I also created a panning/rotating staine...