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Showing posts from June, 2020

Particle Effect

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The last step of the presentation was to create a particle effect. To reinforce the effect of the heaviness of the house, I wanted to add particles that are following from the bottom part of the house, whenever it makes a step. This effect contains three different objects. First one is a 3D sphere with a simple brownish material, the second one is a stick with an alpha map for transparency, and the last one creates subtle dust particles, and it also has an alpha texture. particles and materials particle types There are three particle emitters, one for each object. The base for each object is a cylinder. I set up the amount, duration and rotation, which differ for each object. The most important part of this effect was to set up the time when the amount of particles increase. It had to follow the animation, so I had to set up the times correctly to make the soil pieces drop with every step. I also extended a duration time, so when they hit the floor they stay there for a...

Clothing system

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Since I started the animation process, I was wondering how to animate roots and roof. At first, I wanted to add bones and make the standard animation, but this could be a harrowing and long process since I find it hard to animate the object like clothing or hair. I received a piece of advice that I could use a clothing system inside the Unreal Engine. Applied to the object, it simulates the natural movement of the clothing, and it works together with the animation. This way, I can work way more efficient, because it is fast and rather easy. To use the clothing system, I had to keep roof and roots on separate materials because this is the only way to use section selection and select a certain part of the model in order to apply clothing. section selection tool Next part was to the clothing system. It was applied for roof and roots separately because this way is easier to control it. To make it work, I had to paint the clothing data on the model. It was a bit similar to painting we...