Hero Animation Overhaul | Unreal Engine Indie Game DevStream
Автор: Ask A Dev
Загружено: 2025-08-07
Просмотров: 69
Описание:
Description
Today’s dev stream is a wild dive into animation land for our indie game The Rend! We swap out the infamous “fluffy squirrel” hero with a new 2D character, wrestling Maya exports into Unreal while figuring out pivots, capsule sizes, and jump physics. It’s messy, fun, and full of “why is that broken?” moments—perfect for a late-night session.
What we cover:
Intro & Animation Plan – Swapping the squirrel, shout-outs to the Patreon crew, and animation goals.
Maya Animation Setup – 2D card stacks, jump/run/idle frames, and the Naruto run detour.
Unreal Import Chaos – Importing flipbooks, tweaking pixel-per-unit, and sizing disasters.
Capsule & Pivot Fixes – Adjusting collision capsules, sprite scales, and foot-ground alignment.
Jump Animation Debug – Fixing double-transform jumps, counter-animating in Maya, and capsule sync.
2D vs. 3D Experiment – Teasing a 3D skeletal mesh import for next time.
Wrap-Up & Takeaways – Animation learnings, pipeline debates, and community Q&A.
Raw indie dev: Crazy pivots, community insights, and a squirrel send-off!
Big thanks to the chat regulars and Patreon crew who keep these late-night sessions rolling.
💜 Patrons, you keep the lights on
Your pledges literally paid the new creature concepts—thank you!
Join the chaos, vote on features, and get dev-stream replays: / askadev
💸 Tip Jar / One-off support
https://www.paypal.com/donate/?hosted...
🗣️ Hop into the Discord
Community Q&A, bug hunting, and the occasional meme: / discord
Spreading the word is just as valuable—likes, shares, and comments help more than you know.
🙏 Thanks for riding shotgun on this rollercoaster. Next stop: ranged attacks, combo logic
Chapters
Intro & Animation Plan — 0:00
(Swapping the squirrel, shout-outs to the Patreon crew, and animation goals.)
Maya Animation Setup — 1:09
(2D card stacks, jump/run/idle frames, and the Naruto run detour.)
Unreal Import Chaos — 7:26
(Importing flipbooks, tweaking pixel-per-unit, and sizing disasters.)
Capsule & Pivot Fixes — 10:28
(Adjusting collision capsules, sprite scales, and foot-ground alignment.)
Jump Animation Debug — 50:22
(Fixing double-transform jumps, counter-animating in Maya, and capsule sync.)
2D vs. 3D Experiment — 56:05
(Teasing a 3D skeletal mesh import for next time.)
Wrap-Up & Takeaways — 1:00:36
(Animation learnings, pipeline debates, and community Q&A.)
#unrealengine #Blueprints #GameDevelopment #GameDesign #UnrealEngineTutorial #gamedev #virtualproduction #unrealengine5tutorial #animation #characteranimation
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