Wednesday, 21 February 2018

Sequence 1


We had created a functioning character blueprint as the first stepping stone for our prototype. Next on the list is the first sequence, after doing some research on the sequencer in ue4 I learnt that there is multiple approaches to getting your character animated inside of the sequencer, you can either hand animate the character in the cut scene adding different animations when needed. This is a good approach which allows for a lot of editing so if something doesn’t look right it can be easily changed but it requires extra work to try and match animations to movement and sometimes gives some clunky results. 

The other method to use in the sequencer is to play the game itself and record all the data of your character movement, this is especially good at giving you clean results and natural looking movement, the only downside of this is needing to have a fully functioning character blue print and also if you want to make changes to movement you have to record a full scene over again. Arguably this isn’t the most optimal way to get this done but allowed for smoother animations which would of took longer to smooth out.


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