BGP – Day 34
Animation and back to fireThough you might think I was done with the animations, well we left one since it required a prop. The lever animation, which has already been finished I just haven’t exported it for the beta playtest. And we had a discussion of not including the animation since it would have to lock the player into place every time they where going to pull the lever. Which we decided would make it very repetitiv since the players will pull several levers and if they made a mistake we don’t want to remind them by locking them into another animation. Therefor we decided at importing only the lever animation, but for some reason Motionbuilder doesn’t export the animation of the lever. I spent half of the day trying to fix this but to no avail, I asked my colleague for help and he would look into it. So I continued working on the fire particles since we have received feedback that they all look to much the same. I spent the rest of the afternoon creating a similar fire to one from the Unreal Elemental level. I temporary used the same fire texture as they did, but the rest of the particle uses textures that I have created, I then later changed to a fire texture I bought some time ago. It also contains a lens flare and a particle explosion when spawning to give it more of an oomph. We have some torches that will spawn when the player enters a certain room, so we are thinking of using these extra effects there. This is what the fire looks like now:
After this I spent some of the night learning a new program called Houdini, which will help me render out some textures for my particles. I have just started to watch a tutorial created by Andreas Glad from Partikel.co, where I’m currently learning how to create smoke for an explosion. This is just so I get the hang of how Houdini works, hopefully I will learn something I can use in our project. Here is what the smoke looks like:
That was all for today! |