Corpse Bride Check In
This week I mostly worked on the hands that are going to replace the default UE4 mannequin hands. I sculpted them in ZBrush to match the UE4 mannequin hands with only slight elongation of the fingers to showcase how spindly Victor's fingers are. I then decimated the hand in Zbrush using the Decimation Master tool, followed by the ZRemesher tool to make sure that the polygons moved in a natural way around the hands for skinning purposes. After Franco put the bones in the hand, I weight-painted the bones to properly skin them to the fingers.
I also worked on getting a proxy rendition of the "Crow Effect" that we want for our level transitions. I learned about how Post Processing Materials can effect cameras and how to set up a panning material that can be edited remotely in a blueprint. However, this effect is currently not working to my knowledge. I do not have a headset so this was very difficult to test, and I'm not sure that I was testing the right things. Here is what I did accomplish with that, however.
This is the texture that I made to test the material. The white part shows up as the actual game, whereas the black shows up as a masked black in the camera viewport. I tied this to the texture coordinates and was able to directly edit how much of the screen was covered by this effect in the post processing material.
Abi had already set up the trigger for the level to swap, so all I had to do was add this to the BP that already existed. I added a post processing component to the BP and then used the following blueprints to have the effect work on overlap with the player's hands.
Currently, I am not sure if the blueprint functions because the prior blueprint was set up to fade to black, and even with just that blueprint I couldn't see the fade. I may be looking at the wrong camera to test this.
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