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"Depravity" A 3D Adult RPG


varnusmaximus

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Posted

I am a 3d and game engine noob but I decided  to go ahead make a game anyway.

I refuse to spend anything but my time and effort on it, it will be 100% free to create or it shall die trying =)

I spent a few days researching 3d artwork programs, a few more days  looking over the unity and unreal 4 game engines.

I am hoping to use this forum to share and get input on my process,tools, ideas and of course the game itself.

I am a noob, if you think you can help me fix things or make them smaller or smoother processes i am all ears.

If you have advice you want to share to help the game development aspect (help adding features, how to blueprint better ect.. )  please share it.

If you want to use any of my base assets, models, meshes, skins and other stuff just ask and I will give it to you. (if you need certain format let me know) If you use it in your project please credit me is all Ii ask.

If you think I suck and all my stuff sucks,,, well I said twice already that I was a noob, shame on you for not reading.  

I hope you enjoy this project and I hope it helps some the other determined noobs of the world get motivated.

 

 

Project "Depravity" is a 3rd person adult rpg.  

 

The story of Depravity. You play as the son of the famous rock singer "Freddy Diamond".  

Years of  excessive touring, drugs and debauchery had left your Father feeble minded and most of his vast earnings had been lost on gambling, cocaine, woman and bad deals with greedy record execs and producers. He met your mother on one of the final tours he was doing to try to support his habits.

Something about her changed him for the better, he was able to get himself clean, and you were born not long after.  Clear headed and inspired he then returned to writing new material and began organizing a massive tour to take care of his finances.  He planned to retire after the tour and devote his time to raising his family.  

Sadly tragedy struck during this final tour, your Mother was killed and your father fell into depression and back into drugs. He was eventually committed to an institution and never knowing who your Father was you were left to the care of the state.  

18 years passed, you receive a letter from the institution stating that the father you did not know had died, the letter also included a date and location for the reading his will.

 It was at this meeting you discovered your Fathers identity, you also find that he had been having special "visits" during his hospitalization from some local stripper.

Unbelievably, this woman had somehow managed to secretly married your Father.

 At the reading of the will she ended up getting most of his remaining possessions but she was also forced to allow you to live in the home she had received as long as you wanted. You ended up with some of your Fathers musical gear and free room and board for life with this new "Step Mom" and "Step Sister" who both seem to already despise you. 

 

Posted

Free tools, who does not like getting and using free stuff?

 

 

MakeHuman 3d character tool:  I use this to make base characters, add rigs and export to multiple formats.

Tool -  http://www.makehuman.org/download.php

Community and Assets- http://www.makehumancommunity.org/content/user_contributed_assets.html

 

 

mixamo   https://www.mixamo.com/#/

 

notepad++ https://notepad-plus-plus.org/download/v7.5.5.html

 

Blender 3d graphics software.  Great tool, hard to believe its free!

 

Tool- (scroll down page to ver 2.79 which is latest version at the time of this post) https://www.blender.org/

 

 

Unreal engine 4 game engine I liked this engine over Unity due to graphics. this has been totaly free since 2015

 

Follow the instructions here to set up an account (free/required) and download and install the tool itself- https://docs.unrealengine.com/latest/INT/GettingStarted/Installation/

 

Notes:

*big ass file alert! Engine is 21GB so be sure you got at least 30GB for projects,assets ect.

* I started with v4.18 but it did not work on  my shitty laptop, graphics driver crash error,,,,fixed this issue by adding and using  ver 4.17 and deliting v 4.18 now works if a bit slowly on my shitty laptop yay!

* It seems like it locks up at 45% and other % when instaling , initializing, loading ect. Just let it run, the first load up especially is very slow there is a shit-ton of stuff to put on your device. it gets better after that.

*once you are up and running get all the free stuff at the market place tab in the launcher (for example all of infinity blade stuff is free) get and add your free assets to your project,

this can be a lengthy process be aware.

*you can create a shortcut (option in the launcher) to work on your project without the launcher,  a shortcut will appear on you desktop that will open only your project editor.

 

 

 

 

 

Posted

Ready to begin with actual game building now,  I will put the status updates here.

 

3-3-18:

back in the day i used  rpgmaker 2000/2003, they taught me to make templates for every thing, doors,chests,transitions ect to speed up development, so i am planning to try the same method with ue4

these are the templates i am trying to create and use to build the game using the duplicate and rename functions in ue4.

treasure-a treasuse chest or other loot type item ( edit details, contents and rename.)

door in/out-enter or exit a door and transition from one loc/level to another (edit loc value/s and rename.)

area in/out-exit or enter an area of the world map (edit loc value/s and rename.)

animated or static npc-a character your main interacts with (edit details,conversations and rename)

store-enter a buy/sell interaction with a npc (edit details, stock,conversations and rename)

 

Completed so far

set up a new folder in main contents section to keep all my game folders separate and organized the way i like

researched importing main char rig and animations

set up movement inputs and controls 

set up  blueprints for main character,animation and game

researched how to add music and sound effects into the game

basic intro video added

researched adding a non interactive animated NPC's

researched creating a glass material

researched creating an emissive neon material

researched day night cycle

researched painting foliage

researched layered landscape material

researched fixing the water material stretching issue

researched using material instances where possible

researched mirrors

researched building  proper menu widgets

researched editing animations and adding sockets for props

WIP

researching how to  interact with NPC's and static objects

researching transitioning from map to map and from indoors to outside.

 

 

3-4-18:   i decided after watching more videos and a few tutorial pages to not use the third person template provided and instead build the entire game from blank.

so i saved my usable resources and stated a new blank project i can build the way i want. i am  going to follow this method if i can.

 

https://www.youtube.com/playlist?list=PLZlv_N0_O1gZS5HylO_368myr-Kg2ZLwb

 

3-5-18 complete the tutorial to testing phase, vid #13 i think, my game was not working correctly.(mouse not looking around, movement speed not right, jump animation skippy and repetitive)  going to repeat, going to use anims provided by tutorial instead of the few i choose in case that was the issue

 

3-11-18: i spent this week looking over setting up controls from scratch, keyboard/mouse are pretty standard, adding crouch,jump,and run is where i am having my issue atm, mixed tutorials on different set ups for these functions and tutorials with different versions of ue4  have lead me back to square 1, i can not seem to find an all inclusive answer in tutorials so i am looking into the c++ code to see if looking at the lines of ascii characters instead of the visual nodes will help.  blend spaces and velocity in movement is where i am working now

 

3-12-18:  got controls working for basic movements,created blend spaces with animations from mixamo, i have a warning/error that i cant seem to fix,it does not seem to affect game play at this time, jump animation when running and from standstill sometimes repeat even if space is only hit once, idk if this is what the warning is about yet.

i began to plan out a simple win64 compatable demo version of the game and i am looking into how to package it minimal so its small.

 

3-17-18: added water, fixed atmosphere light , added height fog and water sound effect.  

 

3-25-18: created my own simplified player movement state machine, i used animations only no blendspaces this fixed my issue with the warning. i also edited the jump animations and eliminated the double jump issue i was having. i fucked up my lighting by adding too much stuff and had to rebuild the map, now using instances instead of materials, demo map changed to interior.

 

3-27-18: demo map is now 75% interior with  a small simple exterior area, adding/sizing props and testing lighting 1 at a time for now. some free 3d props i was looking at online gave me ideas for finalizing/ improving games story. i finished recreating what i had done before with less foliage and lighting instances.  i think i am getting close to making a small "look around" demo so people can see where the project is at and what its looking like so far. 

 

3-30-18: downloaded,sized and placed a bunch of props in the demo. added interior sound effects and music. placed and animated some NPC's.

 

3-31-18:  ok now i am getting some real work done =),,, i was able to edit a mixamo animation, save it as new animation "vibrating", add a vibrator to the npc's hand and get it looking good in game. 

 

4-11-18:  took some time off to develop the story more, got back to work building the demo. so far it is 60% complete

 

4-17-18:  menus completed, open house map is 90% complete, demo characters are 40% complete. i am hoping to work hard and wrap up the map and characters and release the open house demo sometime tomorrow.

 

4-24-18  this project dies today due to poor equipment that can not do the work ue4 needs.

 

Posted

hi , i am making my own game as you are with unreal, for some time. from  what you had post, does show you know what you doing  even though you say you don't know.

from my exp , is not about knowing  how to use the program, is about the will to learn.

 

although i must say that you may not fully understand the  animation and model part.

 

as you didn't post any information about face animation, and how you plan to put alot of char model.  

as i feel making game the harder part is the animation and model( the art part.)  and i am a 2d/3d artist/ animator

 

and you never say anything about the poly of the model. to me the poly of the model it look very high. which is not  good thing.

 

so just to let you know, you may have to redo the animation and model part when the time come.

 

i recommence you to learn about the unreal animation blueprint , about the transform modify bone node and layered blend per bone node   . is a node that you will learn soon or later.

 

and one last thing,  the model look bad......

 

 

Posted
9 hours ago, kinre said:

hi , i am making my own game as you are with unreal, for some time. from  what you had post, does show you know what you doing  even though you say you don't know.

from my exp , is not about knowing  how to use the program, is about the will to learn.

 

although i must say that you may not fully understand the  animation and model part.

 

as you didn't post any information about face animation, and how you plan to put alot of char model.  

as i feel making game the harder part is the animation and model( the art part.)  and i am a 2d/3d artist/ animator

 

and you never say anything about the poly of the model. to me the poly of the model it look very high. which is not  good thing.

 

so just to let you know, you may have to redo the animation and model part when the time come.

 

i recommence you to learn about the unreal animation blueprint , about the transform modify bone node and layered blend per bone node   . is a node that you will learn soon or later.

 

and one last thing,  the model look bad......

 

 

thanks for the input, it is much appreciated.

 i really am a noob, in total i have been learning and using all these tools for less than 2 weeks at this point, but i am 100% willing to learn and as you said, that is the most important thing. i do have 10 years exp working with old school game makers and i was able to accomplish my goals with them, which at the time was the need to prove my "i can make a better game than those scrubs in my sleep" claims.   

 

you are right about the model, that was a high poly render right from blender cycles, which is as you said not good for game. after going through mixamo and into ue4 they look alot different and are low-poly enough to work well in ue4 (i will get some sceeens up asap) i am reasearching blendspace right now so i think i am on track for learning the animation blueprints. i am glad i went back and started a blank game, the tutorials are teaching me this now which i did not learn any of by using the 3rd person template.  

 

you dont like my, fat ass, old, huge jugged, pleasure slave character prototype??? =(   i posted that girls model because it was the first one i got to rendering stage, and i figured if there was some ass and tits in the beginning of  the thread i would get more attention. =)

she does not get to looking any better in the low poly game mode i assure you.

i have much greater respect for artists now that i see how difficult it is. non artistic people like myself appreciate the tools like MH and Mixamo, like rpg maker from the past gave "non-coders" a chance by giving us menus and a visually driven ascii setup, i am hoping ue4 and the other tools avail now can make it possible to do this for people with little or no coding or artistic talent.

Posted
3 hours ago, varnusmaximus said:

thanks for the input, it is much appreciated.

 i really am a noob, in total i have been learning and using all these tools for less than 2 weeks at this point, but i am 100% willing to learn and as you said, that is the most important thing. i do have 10 years exp working with old school game makers and i was able to accomplish my goals with them, which at the time was the need to prove my "i can make a better game than those scrubs in my sleep" claims.   

 

you are right about the model, that was a high poly render right from blender cycles, which is as you said not good for game. after going through mixamo and into ue4 they look alot different and are low-poly enough to work well in ue4 (i will get some sceeens up asap) i am reasearching blendspace right now so i think i am on track for learning the animation blueprints. i am glad i went back and started a blank game, the tutorials are teaching me this now which i did not learn any of by using the 3rd person template.  

 

you dont like my, fat ass, old, huge jugged, pleasure slave character prototype??? =(   i posted that girls model because it was the first one i got to rendering stage, and i figured if there was some ass and tits in the beginning of  the thread i would get more attention. =)

she does not get to looking any better in the low poly game mode i assure you.

i have much greater respect for artists now that i see how difficult it is. non artistic people like myself appreciate the tools like MH and Mixamo, like rpg maker from the past gave "non-coders" a chance by giving us menus and a visually driven ascii setup, i am hoping ue4 and the other tools avail now can make it possible to do this for people with little or no coding or artistic talent.

 

i my self have been a artist for many year, but only learn unreal for about 1 year , as i say, the harder part for me in making game is the model and animation, and not blueprint

(i know that some coding can be very complex,  but for making game you don't need very complex coding)

 

so you have to learn alot of thing in animation and model, the planing and the changing and alot of stuff.

and have you though of how to make face animation?

 

for model poly,  body don't really need very high poly, at most 10k should be more then enough, for head will be a bit complex , as have to see how complex face  animation you want to have . 

 

and i posted a image , of my model, just don't care the hair as you not going for this kind of hair. 

for my model the body is about 7k poly, for head is about 7k poly too, the head i need more poly because there is face animation,  so i  able to make a nice looking faceanimation

 

so for short,high poly is for nice animation , and  low poly can look nice too.

 

and yes i really don't like your model, as it look bad to me as a person that know how to draw and make 3d.

 

1.thumb.jpg.6c733e6350f3644d195d0a2d693437fc.jpg2.thumb.jpg.26c4711b09e73fae4c3e83c46443429b.jpg

Posted
10 minutes ago, kinre said:

 

i my self have been a artist for many year, but only learn unreal for about 1 year , as i say, the harder part for me in making game is the model and animation, and not blueprint

(i know that some coding can be very complex, but most that i need is not complex)

 

so you have to learn alot of thing in animation and model, the planing and the changing and alot of stuff.

and have you though of how to make face animation?

 

for model poly,  body don't really need very high poly, at most 10k should be more then enough, for head will be a bit complex , as have to see how complex face  animation you want to have . 

 

and i posted a image , of my model, just don't care the hair as you not going for this kind of hair. 

for my model the body is about 7k poly, for head is about 7k poly too .

 

and yes i really don't like the model, as it look bad to me as a person that know how to draw and make 3d.

 

1.thumb.jpg.6c733e6350f3644d195d0a2d693437fc.jpg2.thumb.jpg.26c4711b09e73fae4c3e83c46443429b.jpg

thank you for the info, your artwork is very good, i am envious, when i am ready for animations i will have questions for you, i hope you dont mind to help me if you can solve some issues i had. i also want my project to look good. right now i am still working on ue4 and building a game bp but soon i will be ready for this step i hope. btw my model above was 250k polys at first XD. 

Posted

sure just ask me when you got Q and i will say it again, animation and model is alot more complex then you think,  and  you will need a plan to make it.

i have to remake my model for 3 time until l i am happy, because of the way the unreal control the file.

 

and if you need model, i can help, but i will not help with bone and animation. ( making model is easy for me.)

and i forget to say about hair,  hair is also another complex model,  i not sure what the video teach you how to make, but for what i know most game hair is make by mesh.

if you want a real looking hair, you will need about 10 to 20 k poly . (have to see what kind of hair)

Posted
On 3/6/2018 at 6:13 AM, kinre said:

sure just ask me when you got Q and i will say it again, animation and model is alot more complex then you think,  and  you will need a plan to make it.

i have to remake my model for 3 time until l i am happy, because of the way the unreal control the file.

 

and if you need model, i can help, but i will not help with bone and animation. ( making model is easy for me.)

and i forget to say about hair,  hair is also another complex model,  i not sure what the video teach you how to make, but for what i know most game hair is make by mesh.

if you want a real looking hair, you will need about 10 to 20 k poly . (have to see what kind of hair)

i got the models looking decent with hair from makehuman, i had to add a translucent node to every obj-  hair, eyes,teeth ect. so coming from make human, going to mixamo, from mixamo to ue4 with the skeletal mesh, add translucent node  to all except skin material. this process seemed to calculate the correct poly needs on its own because it was rougher than when it left makehuman but after this process it was looking decent, not high quality but decent enough for me ,much better than the shitty looking plastic hair i had at first. .  in mixamo i was then able to dl a TON of animations for body actions and add them into ue4 for the skeletal mesh i made. I think for face animations i will make scenes in blender, i will duplicate my makehuman char but with a facial rig instead of  mixamo or uengine rigs as a MHX2 2 into blender and learn to get those files into ue4. maybe,,, i might not use facial animations at all if i can morph my char in ue4 to simulate it properly.

Posted
15 hours ago, varnusmaximus said:

i got the models looking decent with hair from makehuman, i had to add a translucent node to every obj-  hair, eyes,teeth ect. so coming from make human, going to mixamo, from mixamo to ue4 with the skeletal mesh, add translucent node  to all except skin material. this process seemed to calculate the correct poly needs on its own because it was rougher than when it left makehuman but after this process it was looking decent, not high quality but decent enough for me ,much better than the shitty looking plastic hair i had at first. .  in mixamo i was then able to dl a TON of animations for body actions and add them into ue4 for the skeletal mesh i made. I think for face animations i will make scenes in blender, i will duplicate my makehuman char but with a facial rig instead of  mixamo or uengine rigs as a MHX2 2 into blender and learn to get those files into ue4. maybe,,, i might not use facial animations at all if i can morph my char in ue4 to simulate it properly.

 and just to say, does your mesh have LOD ?

and for face animation,   about morph animation in unreal , i will not recommence to use morph animation for face animation  , but it can be done.  (i have try it before)

the reason that i don't recommence to use morph animation are, 

there will be problem when you use LOD with morph animation. 

there is some bug about morph animation in unreal, ( not sure if they fix it yet)  even though there is bug but the bug is small bug.  

is hard to update the morph animation , unlike bone animation.

and the bigger problem will be are your mesh head and body together?   this make alot of diff.   if your mesh head and body are together i 100% don't recommence you use morph animation  as it can cost alot of power to do morph animation .  ( but still have to see alot of thing like your poly count)

 

 

and one other thing, do you know unreal inside got a clothing tool ? i will use that clothing tool on hair to make it move with the wind .

 

i can't really say anything about makehuman and mixamo because i never use it.  but if you can get good animation and model i don't see a problem.

but if  can have some screen shot, so i can say more. ( need poly screen shot too) 

and for hair, well how good looking hair are you looking for? as i say before hair can be complex.  

 

Posted

for those who want to learn unreal, you can also learn it from unreal learn engine feature samples. touch the file that pro make. 3.thumb.jpg.6ccca4de907952a54bd9fbfa8c75dce8.jpg

 

 

 

 

 

 

  • 2 weeks later...
Posted

Hey, just to chime in and say, keep up whatever you're doing, it's looking good so far.

 

I too am looking to creating a 3d Game of my own, however, since I've been lurking on the forums for too long, and am tired that these mods or games do not suit to my tastes. Your progress has been a good insight for me to figure out where to start on my game, thanks for that though.

 

Hope to see this go through!

 

 

Posted
10 hours ago, Darksaint said:

Hey, just to chime in and say, keep up whatever you're doing, it's looking good so far.

 

I too am looking to creating a 3d Game of my own, however, since I've been lurking on the forums for too long, and am tired that these mods or games do not suit to my tastes. Your progress has been a good insight for me to figure out where to start on my game, thanks for that though.

 

Hope to see this go through!

 

 

thanks for encouragement, i hope your project gets off to a good start as well. just a heads up if you are using unreal and did not see yet there are new free assets that are looking really good,     https://www.unrealengine.com/en-US/paragon

i am attempting to upgrade to ue 4.19 atm to see if i can use it, if so i will have to re do my work but i am not more than 1 real day of work into the project anyway due to a recent loss of my game info due to me doing something foolish =). 

Posted

I watched and read so many ue4 tutorials i decided to do one of my own on making characters in makehuman, rigging them and getting the necessary basic animations from mixamo, getting them looking good and ready to use in ue4, i will call mine "NOOBTORIALS".

 

what you need: makehuman,a mixamo account, notepad++ winrar or some other archiver and unreal engine4 (i am using 4.17.2  atm but trying to install 4.19)

 

step 1.  create you character in makehuman- you can download genital meshes,skins,rigs,poses,expressions,modeling targets,materials,clothes ect from the makehuman repository to get your char looking good.

 

MH export settings  Use T Pose - the rig used does not seem to matter (I have now been using none), optional to put a facial expressions and hair on in MH if you want. i made this lady real quick, she has hair,eyes,teeth,tongue,skin, proxy mesh topology with genital mapping and a smile =) 

 

 

 

 

MH export settings.png

 

next  step is setting up your export to go into mixamo correctly. after export you should have these 3 files.

 

obj export.png

 

move the mtl and obj files into the textures folder so all the files are together.

next, right click on the .mtl file and choose the edit with notepad++ option to open it up.  you should see this inside.

 

 

mtl editing.png

 

you will have to manually remove every instance of " textures\" in the file.  there is some issue with MH that seems to be looking for these assets to be in some other textures folder?,,,the reasons for the issue luckily were much more complicated than the fix, which my noob ass learned as usual through reading about people with the same issues =) anyways, make the mtl look like this and save and exit it.

 

 

 

mtl edited.png

 

next, select everything in the textures folder (all the textures, the obj and mtl files) and add them to a zip archive.

go to mixamo and select upload character and drag your zip into the box in the upload window.

 

mixamo ul.png

 

next mixamo will direct you through its auto rigging process, once complete your character should be in the mixamo window in t-pose. note if you get a rigging error be sure all points required by the auto rigger are over flesh on your model (my groin center point was just under the actual skin of  the vulva so i kept getting kicked back to rigging).

 

mixamo lady.png

 

download your character as a .fbx file.   i am going to download an animation "twerk dancing"for this char for an example but if you are doing your main character you should get, idle,walking,running,jumping and crouching animations depending on your movement scheme, most tutorials use ue4 animations, i had to get idle,walking,running,crouching idle, crouched walking,jump from idle and jump from movement animations for what i needed.  download animations to a separate folder to make import to ue4 easier. download animations as fbx files, use without skin option and be sure to make sure your walk,run,crouch walk and jump from movement animations are checked "in place" in the animation preview window before downloading them.

 

in ue4 make a folder for your char if you want, i made a folder and 2 sub folders inside for my main char, i used one for animations and the other for materials and textures, i left the mesh ,skeleton and physics asset in the main character folder this is all optional to your tastes.  be sure to import your unanimated t-posed char fbx first. you might get a "no smoothing group" warning on import, it is fine to ignore this.

 

 

ue4 import settings, be sure skeleton is set to none.

 

ue4 import.png

 

next import animations, i have just the one but you can mass import if needed. import settings for animations, be sure to set the  skeleton to the skeletal mesh you imported when importing animations.

 

 

ue4 anim import settings.png

 

once my imports are done i can drag the skeletal mesh into my scene, but the model looks poor and needs some work still.

 

 

lady before.png

 

we will be working with the materials to fix the model, you should not need to do anything to the diffuse/textures, my materials are green colored it might be same for you, just be sure you are working with materials and not textures. MH makes one mat and one texture for each body part.

 

materials.png

 

double click on a material and you should see this

 

material open.png

 

all materials should have 2 sided checked.  eye lashes,eyes,eye brows and hair materials change blend mode to translucent and plug the bottom white pin into opacity. *** shading mode.. eyes i set to "eyes" the rest i left at "default lighting"

 

 

 

 

material fixed.png

 

the body skin,tongue and teeth leave blend mode set to opaque and plug the bottom white pin into roughness instead of opacity.

 

 

lady fixed.png

that seems to fix any issues with the models look. now i can drag the twerk animation onto the mesh in the scene.

 

 

dancing lady.png

 

when i hit play shes twerking away.  i hope this helps anybody having issues with characters in ue4.  in the time it took to do this NOOBORIAL  i found out ue 4.19 did not work for me,,, oh well still functioning on 4.17 np =)  

here is a link to the model and animation used here.

https://drive.google.com/open?id=1An-_mrEzPG4851rRAvZjRSci6p8SI94t

Posted

3 NOOB mistakes I made so far, dont let these things trip you up too.....

 

 

1. like kinre said i did not pay enough attention to poly count, i figured if ue4 was running ok than i could produce AAA quality games on my crappy laptop,,,,not so much, if you got shitty equipment you will get screwed by adding a bunch of high poly stuff to your game. now i have a great looking 15x15 little demo map,,,that the lighting wont build on without crashing my display driver or freezing ue4......

2. Noobs like me throw materials on to stuff and think we are good to go,,,,after having issues and reading up on them, i found that i should be making and using material instances instead, so now every material on a mesh in my scene/area is an instance of the original, this helps the game run much more smoothly.

3. when you get good enough at using ue4 that you get brave and try crazy shit, make backups first.....

 

 

  • 3 weeks later...
Posted

Noobtorial #2   Blendspaces,,,we dont need no stinking blendspaces....or do we? what do i know? i am just a noob.

 

i tried to follow the char animation tutorials from ue4 but i wanted a free roaming camera so blend spaces (walk left/right and speed changes ect..)were not needed for my set up

i used animations from mixamo to do the job instead. the ue4 tutorial i used 90% of but at the section on blendspaces and state machine i went a simpler way but i might be screwing up, if someone more experienced in ue4 knows why this way is wrong please let me know.

 

this movement machine uses 7 animations: idle, idle crouched, walking, crouched walking, running, jumping from stationary and jumping from movement

***be sure to download the animations from mixamo with the "in place" box checked whenever it is avail for an animation.***

 

inside the state machine "movement"

state machine.jpg

 

i used very simple transition rules with a speed check and an "is X" check, return transitions used speed check and an "is X not equal" check.

jump end transitions i had to adjust the ue4 recommended time remaining of "jump" value of .1 up to .2  this stopped the double jumping issue i had.

 

here is entry from idle to walk, very easy

walk enter rule.jpg

 

inside the walk and other animations you should not need to do anything, i am just showing this so you can see it.ue4 uses a speed and direction set here with blend spaces but i noticed idle animation required none.  this is how i got to designing this set up in the first place =)

inside walk animation.jpg

another simple transition from walk back to idle.

idle enter rule.jpg

 

here are the simple checks for walk to run and back. these can be used for all the others except jump animations as far as i know, its working good for me.

walk to run

walk to run rule.jpg

run to walk

run to walk rule.jpg

and the jumping from idle rules.

 

idle to jump.jpg

jump o idle.jpg

 

i hope this helps some other people "get moving" in their game too =)

Posted

i am sorry to disappoint those few people who followed this,  thanks for all the input . i am glad i did not invest anything more than time to this.  this project dies here, my equipment is not capable of packaging a ue4 game so thats all there is,  i can play my project but there is no sharing or packaging it.. im not going to buy any new gear so i will give up trying to build with ue4, maybe i will return to rpgmaker 2003 but probably not.     my last advice to noobs trying to build games,,, if your cpu  cant even  build one of the ue4 maps, your gear is as bad as mine and you wont be building/sharing anything with ue4...

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