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First Animation Test

This is the firs animation test of a new VR project at Urizen.

It will be a representation of a large wood cutting machine for a  client that produces saws for those machines.
At the end, you will be able to see the entire machine and get some details about the saws and where they are inside the machine.

As the project progress, I’ll post more things.

https://youtu.be/mEXmv4bN-Fo

Pneumatic Rig for Unreal

After some hours of working, I’m manage to resolve this rigging in 3Ds Max. It consist of a pneumatic arm, of a cutting tree machine.

With some links and “Look at Constrains”, here’s the result and the object Hierarchy.

As soon the animation is ready I’ll post a video of the object in Unreal 4.

Procedural Mesh Slice in Unreal 4

Last week I made a little test to see what can be done with this new slice feature that Unreal release in 4.13.

After a little headache working with obj and  Exccel to make array of vertices, I have found great solutions in Youtube.

First of all, the most great node that I found is that “Copy procedural Mesh from Static Mesh Component” that does what it says. It makes a procedural copy of a static mesh component, so you can use at will.. No need to make an array of vertices, and triangules to make you procedural mesh. Just put a static mesh component and it’s done.

makeprocedural

After this, a little of Blueprint and you can make great results. This is a great feature (especially for VR), but unfortunately is a little limited. The cap is single-sided, and don’t accept holes in.
One great, and most important things is the ability to get the normals of the plane cut, making the cut really precise.

cut

With little effort, you can do a generic “Fruit Ninja” eheheh

 

Cat 793D

Hey there!

Another model was done.. this time is a huge truck from Catterpilar called CAT793D.

Iray03  Maps

This model was done for being used inside unreal, so I’ve had to do some minors adjusts in design and remove some things that was not important.
I’m guess that the size is a little big than the real one, but it’s easy to adjust inside Unreal.

InsideUnreal01  InsideUnreal04

You can see it em VR if you have a Google Cardbord at Sketchfab.

VR “Look At” Interaction

For the past few months, between some modelling and texturing, I am using Oculus at my work to create a VR simulator that open a whole new world of good stuffs 🙂
VR still is a new and “working in progress” technology, but the possibilities is huge!

So… I’m making some VR interactions for this simulator and going to share here some things.

Grabbing some things here and there, I’m working at a look at interaction… For now I’m having a relatively simple UI material that will drive a interaction based on time.
This will be apply in a 3D widget and a timer will drive the interaction, so the player just need to look a certain amount of time to the objects.
Have some help from Mitch’s VR Lab, witch has some really good VR stuff.

Here’s the material instance:

And the shader:

VR_LookAt_Material

I’ll post the finish product as soon as possible 🙂

Vehicle

This week I’m made this vehicle for the simulator.
No more words… Here is some screenshot  in Substance Painter and inside Unreal 4.

The final result is still different between SP and UE4… I’m not shure why.  Maybe the lights, or reflections. I don’t know…

01   Image_05   Image_04   Image_03   Image_02

VR Locomotion Test

Two nights ago, I’ve started to develop some locomotion test for the simulator that we are developing at Urizen.

This idea takes one button to be pressed that enter in “locomotion mode”, with the head you point at the location and then you are smoothly  teleported there.
This not  only reduce simulation sickness but also removes the movement of the joystick, because our player target almost never is a gamer.

Image_02

When you look at a place, the system will take in account the width and the height of the player to allow the movement.

   TeleportOK    TeleportNOT

I’m will expand this with a ribbon that show the trajectory from the player to the point to make it better to see.

Still running good in Unreal, but I’m don’t have tested at Oculus yet. Maybe I do not need to make any optimizations. 🙂

Here’s a video showing the actual stage of the system.

Electric Panel

After a few hours another model is done. This time is an electric panel for the simulator.

Here’s the side-by-side with SP and UE4.

ElectricPaneSPl   ElectricPanelUE4

Security Tape in Blueprints

Another procedural object for the simulator, made this time with Cables Components: procedural security tape.

SecurityTape

Until now it’s only a cable component that goes from start to end point with some adjusts, but if I had time I’m will expand or trying to made with splines.

Here’s the Blueprint.

Image_02

Spline Chains with Blueprints

Little update at my “chain system” with splines in UnrealEngine.

Chains

Basically now I’m can chose between colored or chrome chains, and also chose their 2 colors and the numbers of knots that are colored.

For those who like to learn, here’s how it works.

ChainBP01

The chain is an Actor based Blueprint, with all code in the Construction Script.

Image_01

The spline actor spawn instances of chain knots based on a division of the spline length and some variable that will be the space between the instances.
Using Instanced Meshes prevents additional draw calls since the mesh is instanced.

After that, it rotate and position the mesh based on  the distance that object is along the spline.

ChainBP02

Next, with the modulo (%), we determine if the object must be rotated 90° or not based on “Even and odd”. One is rotated, another is not.

ChainBP03

The branch defines if the chain has color or is chromed. Here the things got a little confused… and this was the only way I could make it work.
If it has color, the chain need to paint every color based on the number defined in the variable Stripe Units. So, with a greater than (>), we change the material’s vector parameter of the first block until it reaches the number defined in  Stripe Units.

ChainBP04
After that, with the “Do N”, we change the other block of knots with the another color. After that, it performes a reset of the “Do N” and reset the temporary “Stripe N” variable.

Probably there is another (and better) solution for this part of the BP, but as long its working, I’m good with that.

With the actor blueprint in scene, you just need do right click anywhere over the spline do add a spline point and change the tangents to make the chain look as you need.

AddPoint  ChainsScene

Thanks a lot.

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