Finishing Vases
I needed to sim all of the vases in houdini, export them out, and set up all of the respawning capabilities of all vases once they were all destoryed. I used the same anim sequence but reversed for when the vases spawn back. Jason and Noa had helped me come up with the system for spawning back the vases.
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Inside of the function in the BP manager |
Inside of the event begin play of BP manager to get total of all bp vases in scene |
Reset custom event inside of the BP vase |
The collision event inside of BP vase. |
Mark helped to paint the skin weights on the final Hercules Mesh, and was able to get it into Unreal. He made an idle and an additional two poses for Hercules. I went in later and added everything into an animation blueprint. I also added in the function of Hercules can track the player's movement with his head. I have had some trouble with this and I fear it is due to the orientation of the joints on his head, but this will have to be a fix for later.
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