Hi all! Welcome to the third and last post about procedural mesh deformation. For the impact we take the velocity of the objects colliding and their respective masses (if the object is simulating physics) and calculate the new force according… Read more ›
The next step was to find out how the mesh can be modified during runtime. It is surprisingly easy: All you have to do is call the blueprint node “Update mesh section” from the procedural mesh and send the new… Read more ›
Inspired by this video, we might implement a «damage value counter» for objects destroyed by the player. This could also serve as a gameplay element, where the player tries to break the most valuable objects in the room in the… Read more ›
I finished the full-body first person character prototype which uses a F.E.A.R.-style body subdivision. The lower part of the body is controlled by locomotion and the upper part by the rotation of the player view. With this method the hierarchically… Read more ›
The final part of the dynamic grip prototype is the editor which allows to easily adjust hand poses for different objects which can then be saved into the game objects’ properties. I also tweaked the throwing mechanism in order to make… Read more ›
Now that the dynamic material is implemented I started working on the vertex operations. Now I am able to access all vertices of the mesh and also to get the nearest vertex to a certain position. In the video the… Read more ›
I finished the dynamic grip prototype, which now allows the player to pick up different sized cylinders and throw them. The hand pose adjusts to the values saved in the corresponding game objects’ properties. There are also transforms stored in… Read more ›
I created a first version of a deformation material. It displaces the vertices based green channel of a dynamic texture, that is created during runtime. In the video you can see that I can change the texture and material with… Read more ›
After some work on the blend spaces for appropriate grip poses for arbitrary game objects it is now possible to adjust the hand pose in-game and having a look at it with a simple animation. This «look at» animation is… Read more ›
I started experimenting with blend spaces to allow the player to pick up nearly every game object and having an appropriate grip pose for it. In the video shown below you can see the «cylindrical grip» which can be dynamically… Read more ›