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Hi Patrons!

New dev report here.


3D Art of the Week

Here is a little bit of Lighning to celebrate that Omnia In Unum is in development ?


Bioasshard Dev Report

Here are some of the progress we’ve done during this time…

Stuff Done

Meguido had prepared for me a big lamp for the saloon it’s ready to be placed in.

Meawhile I’ve been working on more assets for the outside garden. Take a look:

As you can assume, this was modeling, UVing, baking and of course painting… yes painting again ?

I’m still missing the door for this (the garden) but Meguido is taking care of this so when it’s done, I’ll be back to work on Unreal to finish this part of the mansion.

Meguido

And now some words from the boss…

Hello everyone!
This time I’ve been working on a lot of background stuff with no visual representation (mainly adding more animNotifies and creating curves) as well as the mechanic you saw on the last screenshot Saturday.
Let’s talk about that one and about two others -and a bit technically this time mainly for the first one, just in case someone is interested in doing such mechanic for a game-:
About pushing stuff around, first thing I have to say is that there may be other ways to achieve this and probably they’ll be easier, who knows… but because this is our game, I try to make everything by myself ? instead of relying on tutorials or examples.
So, after making the animation for Julia, I need to get a movement forward curve with the exact values of the -non-expected xD- forward movement. This basically means I need to convert the root joint translation in X through time (more like delta time) to a keyframed curve where I’ll get the current speed from (you know, speed is the number of units you move per frame/tick call it what you want). Unreal is cool in this because it lets you have the curve directly in the animation asset so even if it’s a bit tedious to get the keyframes out of the root motion (some experts out there are able to make the curve using scripts out in DCCs like Maya and import them directly into UE4 as custom attributes but that’s not my case xD) it’s cool to be able to make it directly in UE4.
So, with the curve created, it’s time to pass that curve information to the object to move:
This is easily done with a reference variable pointing to the object to move and using the node Get Curve Value in the Anim Instance for Julia (that’s another cool feature of being able to have the curves directly in the animation assets: you can get the exact value on the curve based on the current animation’s time).
So now that I have a constantly updated variable with the movement speed it’s time to use that value in our “pushable Actor”. This is done (in my case, there may be better ways for this) by using Set Actor Location and feeding in the new location by adding the speed to the current location based on the direction it has to move (basically from where Julia is pushing it).
But there’s a problem with this… if you use UE4 and moved something with Set Actor Location, you probably know what the problem is: No collisions detection. So, yeah, even if the object to push has its collisions defined, they will be ignored and the object will go through everything on its way.
How to solve this? I added a line trace by object to detect any obstacles in its way. So, if it detects any obstacle it will stop moving (but only in that direction, basically because the line trace change its start and end points based on the moving direction).
I need a bit of time to figure this way of managing collisions but now that I got it, I’m proud of it xD.
The second mechanic I’ve been working on is going up and down stairs.
This one was a lot easier to make, the problem with it was and is the animations… I’m not too happy with how they turned into the game but well, that’s the best I’m going to do :P
As I said this system is pretty simple:
2 colliders at both ends of the stairs to check when Julia is in to activate the animations.
And the “hard” part which is knowing if she’s going up or down is basically done with two Line Traces:
First one from the pelvis down to the floor and second one from the pelvis plus a bit of forward direction and down to the floor. Then getting the impact location vectors from both line traces and comparing their Z axis I can get if she’s going up or down.
And the third one is something probably nobody noticed from the latest screenshot Saturday. Those bits of ass you can see there are not clipping produced by the animation or bad weights in the skirt but because the cloth damage system is finally visible!

I won’t get into details about this but just wanted to let you know about it.
And… wow! I wrote a lot. I think this gonna be it for this one.
And yeah, it’s been long since the last time you saw Julia (she was Jill back then xD) doing something naughty so I hope the next time I show something it’s something about that ?


2D Art of the Week

Finally finished this one, I’ve published it on pixiv and HF, but this version is the only one full sized and uncensored…

Also, I’m working on this...

Supposedly this will be another CG set but I said this before with other drawings recently and it never happened.


Omnia In Unum

We’re in a process to organize a lot of stuff for the project.

We’ve put together all of our ideas for the story and gameplay and put them in order giving, to the story elements, more cohesion with the ‘secondary’ projects like the case of T or the F mission.

The general look for the game has been decided.

Meguido has been putting together a lot of assets for the game also he has updated them to work correctly with our necessities.

I did the design and graphics for the main character… well at least for his first ‘phase’.

We’ve decided what will be included on the first release.


See ya in the next post!

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Regards <3

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