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.
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.
With little effort, you can do a generic “Fruit Ninja” eheheh
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:
I’ll post the finish product as soon as possible 🙂
After a few days away, I returned to the game.
This time I will create the grid material that will appears when the player pick a “card” to place in the terrain.
Here’s the video with the result…Still need to polish, but, it’s a working process. 🙂
Check the step-by-step below:
In Photoshop I made a 256×256 tileable grid to (obviously) tile in the material.
Here’s the material with some random texture into the terrain.
Now, we just just have to drive the “Intensity” parameter to make the grid glows. For this we can use a Timeline.
First, we create the Dynamic Material Instance in the Construction Script:
And after that, for testing purpose, we can use a key input to simulate the drag and drop of the “card”.
That’s it for today, next post I will probably implement a interface to drive the material while drag and drop the “card” (I’m still don’t know how to call it).
Here is tonight’s milestone… Made a camera that can be implemented in mobiles…
My goals are…
One finger touch and move to rotate the camera;
One finger touch and hold 0.5 sec to set the camera rotation pivot and then rotate the camera;
Two finger touch to dolly the camera.
I’m think that we can improve, but I’m glad with the result.
Because my eyes are fill with sand (I’m tired , worked hard during the day) I’m still don’t tested in my mobile to see if this “one or two” finger touch work. But I ‘m sure UE4 will not disappoint me.
Another thing that is missing is the gravity at the tank pawn. But the engine is working! Yeah!!!!
A long time ago… in a galaxy far, far away…. I discover two flash games (so old!) that I’m really enjoy to play…
And I have spend lots of time playing those game, and having fun! So I decided to make a 3D version… Those games are called Mindfields… there are 2 or 3 or even 4 versions.. But they are really great. I encourage you to Google it and play.
Anyway… This is what I’m intend to make with UE4 and post the progress here.
This is the very first SS… Actually it’s nothing at all, just placeholders and a little of Blueprint… but is the start.