SunChild - Progress Update [June 2017]

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Moving on the UE4 opened many doors to me (maybe too much in fact), what I mean is that all the constraints of SFM are now gone, increasing to an insane level the ammount of thing that I want to do, mostly regarding map making.

While I was severely limited to the scale and quality of a scene in SFM (always fighting to preserve a balance between map scale and model/texture quality in order to avoid the crash in SFM thanks to its 32 bit limitation...), well now I can use the powerhouse of my PC freely and create precisely the map I want and this is precisely the thing which increase my ammount of work currently.
On the animation side, thanks to the last update of the UE4, I can now build directly into the engine FK animation (3rd party software for making animation was an
obligation before this update), the last update also include the possibility to build custom IK rig and animete them directly in engine just like in SFM fashion, sadly for now the IK rig system still rely on the default Epic armature format, meaning that if your custom model doesn't use the EPIC Studio skeleton, well you are in the mess, according to EPIC the situation should be resolved for the 4.17 update planed for Q3 this years.

Until then, if I want to animate properly in the UE4, or I redo completely the bone of the model I use to the EPIC format, or I animate in a 3rd party software (Blender, Maya...) or I waiting the 4.17 update, and since I mostly working on map making atm, I will probably wait the 4.17 update.
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