Aller il est temps de respecter la coutume et de faire mon #introduction
Je suis Skunk car j'aime bien les moufettes 🦨. Homme franco-suisse de 40 ans. Pas vraiment français ni vraiment suisse mais je m'en fout j'aime mon petit bout de pays bizarre.
Contrôleur aérien et pilote privé. Je baigne dans l'aéronautique depuis mon adolescence donc forcément j'ai basculé du coté obscur de la force et bosse dans le secteur.
Je vole de moins en moins car tout coûte cher dans la vie et ayant grandi avec un IBM PS/1 à la maison je suis forcément devenu geek et gamer. Je peux donc assouvir ma soif de vol aux instruments grâce à Flight Sim et Xplane (et pas du tout car il est impossible de louer un #Airbus).
A 20 j'ai décidé réaliser mon rêve; être artiste et devenir écrivain. A 30 ans j'ai pris la décision de me sortir les doigts du fondement pour quitter mon job. A 40 ans je suis toujours dans l'aérien et n'ai que des manuscrits non réécrit ou corrigés...
Du coup, nouveau plan ! Je vais apprendre le #python et le #c++, #blender et #unrealengine. Perfectionner mes #mathématiques, faire du #datascience et écrire des #algorithmes pour devenir un gros profiteur #capitaliste qui paie son loyer en faisant du #trading. Mais surtout pour reprendre le contrôle sur mon emploi du temps et utiliser ce temps libre pour l'écriture mais aussi devenir expert #ue5, monter une entreprise dédiée à ça qui finira par faire des jeux vidéos car le #10èmeArt c'est la vie ❤️
La suite est simple: Succès, domination du monde, fêtes, abus, mst, alcoolisme, mort.
Mais bon pour l'instant je soigne ma procrastination en traînant sur le Fediverse donc ça n'avance pas beaucoup cette histoire...
Made a second object for throws. This flare is not for lighting, because the protagonist has a flashlight... this item is a tool to distract the creatures that live on this planet
Ok, I linked the mechanics of item throwing for fire extinguishing. I realized that it is not so easy to catch the moment when you need to start the gas. The object must lie on the surface. So for now I did very stupidly, catch the first collision hit once, wait 1 second, reset the linear velocity, wait 1 second again, turn off physics, spawn Niagara and Destroy Actor
This will be a carbon dioxide grenade to suck up oxygen around the fire, like fire extinguisher. I'm still not very good at making Niagara effects, but for testing and as a draft, I think it's okay? The main thing is to create mechanic that will affect the fire
Thanks to everyone who helped make the showcase / sale period a success, I really appreciate it. And new customers seem very happy so that's nice. ☺ #ue5#unrealengine
Just playing with Niagara and Chaos... perhaps it will be an energy wave from an impulse created by either a hero's defense weapon or some stationary equipment
I want to make an sonic instrument or ultrasound in the game like sonic screwdriver from Doctor Who
I'm still a beginner, so the implementation will be simple for now, I made Niagara, which will be projected onto the surface of the object, and then activate the force for chaos
A couple of days ago I showed the implementation of a scanner based on Niagara and static mesh, I decided to make another variant that requires less resources and can be configured - to transfer random positions from a Spline
Playing with animations in Unreal Engine 5. Create simple animation by Sequencer, add new Montage, blend per bone and play montage in Blueprint. Next I want launch laser beam in somewhere from the hand
I really hate the trend that #documentation is no longer written but the details are in video #tutorials, especially in #gamedev. I want to READ documentation, with graphics and explanation. On long pages with varying degrees of details. Not some obscure 50min video where I can find the missing piece of information in a single frame at minute 34. #unreal#ue5
Trying to get a #UE5 plugin ready for the #ue marketplace is a real pain. Scratch that - getting a plugin ready with quality documentation and example project is a real time sync. It will be worth it though... at least that is what I tell myself.
I made some significant changes to the small RPG yesterday. Improvements. They dropped the frame rate to 2fps. This is what makes programming great.
It was doing something in the background. One thing I don't like is the Unreal Editor's personality. Stop trying to please me with unreasonable expectations. Just admit you're not ready yet.
Autofocus also does a cool job of blurring the character's body. Blurs the hands while running and part of the body while looking. I also made an event to control it for clarity of the example
I made a drone with a fisheye camera and a flashlight. Switching between character and drone. Learned to work with animations from mixamo. Added several states to the character - crouching and sneaking
I like that Unreal Engine has a bunch of settings that can be used in one click to see the result. Here for example Spring Arm Component - Enable Camera Lag - Speed