Main goal this month was optimization with getting the NPCs to work with one skeleton. I also added in attribute gates and new growth Animations
I am very happy with the NPC optimization, I was getting up to double the framerate using the new unified skeletons. I made a custom dragon model and it works with the new system, so that means I can do unique models. The big thing is that proportionally it still has to match the current skeleton. I can retarget everything to a new skeleton so it should be possible to make models that are proportionally different but this would require duplicating all animation data and blueprints. I could change the proportions and use the animation blueprint to scale the bones instead which is what I will probably go with so you can also have greater control over the proportions.
Attribute gates are a type of check that exist in the overworld for each attribute. So far there is jumping over obstacles, punching through them, stepping over them, grabing high up items, and wind that pushes you back. These all have an attribute associated with them so if you have a high enough leg stat you might be able to jump over a fence. The idea being that different characters will be able to access different parts of the world at different levels. It also makes the environment a bit more interesting.
New Growth Animations. I finally figured out how to import animation with scaling into unreal so now I can create growth animations with pulse/wave effects. Its still a bit weird in a few places, mainly the new fat animation
DigitalFurBelow
2020-12-03 18:36:04 +0000 UTCRestaven
2020-12-03 17:39:08 +0000 UTCDigitalFurBelow
2020-12-01 04:42:14 +0000 UTCTheDarkBreadGiver
2020-12-01 01:08:31 +0000 UTCB7AD3W0LF
2020-11-28 17:20:24 +0000 UTCZelimir Zhenelov
2020-11-28 14:59:26 +0000 UTCDigitalFurBelow
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2020-11-28 13:50:11 +0000 UTCRyan
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2020-11-28 12:28:41 +0000 UTCMrFluschel
2020-11-28 10:59:54 +0000 UTCStarsegen
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2020-11-28 01:25:41 +0000 UTCAlex Bauer
2020-11-28 01:10:14 +0000 UTC