Worked on the particle effects leading to the Which Witch’s appearance - purchased some cartoon FX effects from the marketplace and then inserted these in: a cloud, lightning and puffs of smoke. All rather dramatic. :)
seen from China

seen from United States

seen from Indonesia

seen from India
seen from China

seen from United States
seen from Saudi Arabia

seen from United Kingdom
seen from Germany
seen from China

seen from Brazil

seen from Germany
seen from China

seen from Saudi Arabia
seen from Germany

seen from Germany
seen from United States
seen from Germany
seen from Yemen
seen from Saudi Arabia
Worked on the particle effects leading to the Which Witch’s appearance - purchased some cartoon FX effects from the marketplace and then inserted these in: a cloud, lightning and puffs of smoke. All rather dramatic. :)
Working on the audio today, and most of it was very straightforward - as yesterday I had combed through the ProAssets I wanted for the game and converted the remaining audacity recordings from my colleagues into .wav files - so it was a case of simply upload and create sound cues.
So I then created several sound variables and attached these on to the character BP - so that I can change them each from the world outliner, according to the player type.
But, as is now considered inevitable, not all goes to plan...
Along came the dreaded footsteps. A few too many hours were sunk into numerous attempts to spawn sound in, with all the variant possibilities on that, and sometimes it worked, sometimes it didn’t - even though I could see the red line of energy flowing through it. Also, being able to turn this off when the player is stuck waiting to answer a question proved just near enough to sacrifice all patience.
However, Google, or rather I should actually credit Unreal community posting’s, came to the rescue, yet again, teaching me what to do... so next I re-added the footsteps as an audio component instead as a variable sound cue. That way I could gain access to it, create an event to set it to play, and then earn the functionality to turn it back off when the player is in a stop event.
Yeehaw. Getting there. 7 days left before hand-in.
After a ridiculously busy week - and weekend training in York, I tried to get started on Pepe yesterday and this morning. I went for using the rig I had used with Erol, but as you can see here his shape deforms. So, it looks like I will have to use a completely new one. I really need to chat to Jonny about all this, but fear he won’t be in tonight!
Update: 04/07/2017: so this happened.
Breathe in. Breathe out.
And here’s Erol, the Eraser. Went fairly smoothly. One more to go!
Hua, the Highlighter.
Went back to the drawing board and re-did her. Only 2 more to go .... and the new WhichWitches (which I will leave until nearer the deadline due the more urgent issues!).
In my struggle to find a quicker way of working, basically creating a half mesh that I could use for the highlighter, eraser and sharpener (because they all have square-ish heads) I find myself now with a bit of a mess.
The quandary is, proceed with Hua...or go back to the start?
I am worried about time, and can’t really figure out which way would be the fastest way to recoup from this morning’s disasters!
Pepe is coming along - he was a lot faster to do!
Character design
Worked on some very rough sketches for my game characters.
Meet:
Pepe, the pencil
Penny, the pen
Erol, the eraser
&
Hua, the highlighter.