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The Kristala Dev Blog - Issue #17

Astral Clock Tower Studios

Studio owners Allie and Tiff share their tips and tricks on rigging/animation and level design, respectively, and lead programmer Will walks us through the inner workings of Unreal Engine 4. Animation / Rigging / Production. Here's a peek at some of our favorite moments from the past week's streams. Lucky you!).

Dev 52
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The Kristala Dev Blog - Issue #24

Astral Clock Tower Studios

To connect the wall with Kristala's story and aesthetic, Tiff then created a BluePrint using a translucent crystal material that renders the wall invisible (without collision) on the first passthrough. Once initially passed, the wall becomes visible and has collision. Game Production / Rigging / Animation.

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

Fixing collision on trees. link] In addition to Lophi's boss fight, our Play NYC build also included new menus and UI our Lead Programmer, Rodrigo, implemented (which you can see below), and an animation he applied to the game's stat bars to make them more visually appealing. link] Rigging / Animation. Directional Dashes.

Dev 52
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Unreal Engine 5 FPS: Create A Zombie Horde Shooter

Awesome Tuts

Character Animation Blueprint. To animate the character we need to create the animation blueprint. Give the new animation blueprint name BP_Player_Animation and open it in the editor. Inside the Player_Character folder Right Click and create a new folder called Blend_Spaces.

FPS 52
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The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

Tiff also worked on figuring out why the camera was getting sucked into the player character's body before addressing some collision issues and increasing the radii for pickups. NISARGA CLAN: MYRTUNA CLAN: TANDARA CLAN: KEOZA CLAN: SYKOMANA CLAN: LYUMINA CLAN: Animation / Rigging / Game Production.

Dev 52