AI (Not that kind)

I got a bunch of the animations for the enemy (now I’m calling a “patrol bot”) together to handle it’s movement.Then while I was on a role I threw in some basic AI. Essentially what the robot does is:

  • Looks for player (not implemented)
  • Runs towards the player
  • Starts shooting
  • Moves around to random points in a circle around the player (Within 20 deg of where it currently is, assuming the player is the center of this movement circle) That white ball is a quick representation of where the robot chose to move next.

Nothing to crazy here, the bigger issue (like most of unreal) is knowing what won’t back you into a corner and force you to undo everything you’ve made. Here I have two custom tasks and one custom decorator. The “PatrolBotShoot” task was originally executing a fire function but I flipped the bot to a simple “if Has target then shoot every 1 seconds” mechanism to allow for firing at any moment. The “PatrolBotStrafe” Selects a random point around the player and keeps the patrol bot focused on the player as it moves around. The “PatrolBotKeepFacingTarget” decorator does exactly what it sounds like.

The animations are still the hardest part of all of game dev in my opinion:

The sequence below took five individually made animations (The strafing still looks too timid to me) and pushed the limits of my patience when dealing with imports to unreal (unreal seems to have weird issues if you import ONLY the animations from a .glx file).

In other news I also started reworking the muzzle flash for weapons but I’m still working the kinks out.

My goal here (if I didn’t say it before) is to swap in the rifle on the back of the robot for different weapons, then I dont have to do any more work on animations and I can just focus on environment art (which I’m sorely lacking experience for) and gameplay.

Enemy #1

Woo! Got some animations in game, I made the mistake of thinking that Unreal engine control rigs were actually something useful for what I’m doing. Once I found that out I just gritted my teeth and did the whole animation process in blender and transferred it over into unreal.

These animations will definitely need to be remade at some point but I’ll punt on that until I think I have a level of robot shooting going on.

Rigging Woes…

I tried being clever and pretty much wasted 6 hours….

I spent a bunch of time rigging up this model, a large portion of the time was spent undoing the dumb modifiers I put on the legs. Specifically I used array modifiers and mirror modifiers to generate the legs after making the first one.

Using this technique ensures that when you finally go to export you need to manually re-assign origins somewhere on the model which is something you really need to keep track of when rigging properly.

This all went good but I decided to put the bones 90 degrees offset because I thought it would make it nicer to manipulate. Which I would say is true if I was going to manually manipulate the bones. However, I tried getting smart and moving into unreal engine control rigs: https://dev.epicgames.com/documentation/en-us/unreal-engine/control-rig-in-unreal-engine

Which in theory should let me animate in unreal, which would save me an export/debug step which I normally have to do from blender. However I kept hitting weird issues with setting up controls and having unreal auto-recognize things… Then I noticed the issue once I tried testing the physics asset:

So that isn’t good. Essentially unreal makes a set of simple geometric shapes that it glues onto your model when you import to try to get a good collision box setup. In this case me twisting the bones make the system give up and just surrounded the body with a capsule and legs with one big box:

So I attempted to fix this (which looked good)

…But then I hit the next problem…

What’s going on here is that there’s a parenting loop going on. Looking back at the original model I put the bones 90 degrees offset from the mesh (again because I think I’m smarter than how everyone does stuff).

With the bones offset from the mesh I had to apply the physics geometries to the mesh itself rather than the bone. So then unreal was trying to modify the position of the mesh, but the bone had no constraints to the physics so it tried putting the mesh back, then the physics manipulated the mesh, then the bone manipulated the mesh, then the physics manipulated the mesh, then the bone manipulated the mesh….So that comes out with the result you see above which is everything kind of giving up. The fix here is to re-orient the bones so I can attach the physics geometries to the bone….I basically wasted my morning setting myself up for failure. However this is the first complex mechanical mesh I’ve ever done so it’s still a learning experience in my head.

Abelton has a weird sampler…

Well it’s still simpler but the “slide” mode of the sampler where essentially each segment of the sample gets broken up into chunks that correspond with midi notes. Pretty sick if you’re looking for the linkin park effect from numb.

Pretty cool, I tried playing bass over this and I cant take the damn sound its making. I gotta feeling the fx board that was on the high knob is bad somehow and I need to replace it with just a capacitor somwhere else ala

https://www.premierguitar.com/diy/mod-garage/wire-a-passive-treble-and-bass-circuit

Bot Attempt 2

Remade the robot for the game. This one has some more real world inspiration and is quadruped which I think should make some of the animations easier (easier in concept not really execution).

There’s still some work I might do on the front (there’s that blank space) but I might just stick with this one to rush it in game.

In my head this is a converted cargo type robot, and I wanna keep the same idea where a new magazine shoots out of the back and the robot has to catch it. I keep having this idea that the player should be able to identify this and can shoot the magazine before it gets to the rifle.

…I know…i know…I know

This time I Make a tribute to (steal) a synth sound

This song is great, you should buy and listen to this song.

The primary synth is awsome, I’ve listened to this song like 100 times and it sounded like operator (subtractive synth) so I thought I would give it a shot.

I’m pretty sure I’ve got it 80% of the way there:

Pretty awesome sound, basically it’s a gross as hell chain that then gets some LFO automation on each note.

Here’s me cycling through the operator settings

Pretty awesome I think if I tweaked it further I could get it perfect but ripping someone elses synth is only cool for pure education purporses.

Stream the real song.

Another FPS Model

Spent some time today setting up and rigging an assault rifle for the game.

It’s still kind blocky but any more effort on this would end up being on details that are un-needed. My main goal with my current modeling streak is to rush a bunch of stuff in game to make a simple fps.

It seems to be looking fine in unreal also.

Now that I have two bonified animated weapons in game (I’m aggressive not doing any reloads, just goldeneye style hide weapon reloads) I can start working the enemy side.

I have some ideas but mostly I’m thinking some kind of drones rushing you and moving in inhuman ways. I have a start here but I think I need to redo the legs/locomotion of this guy.

Which I honestly love the idea of a robot that had a gun stupidly stuck to its head by a redneck super-villian. But the more I look at this guy the more simplistic it seems. I was going for capturing the vibe of modern robotic arms (such as: https://www.devonics.com/product-page/ufactory-xarm-5?utm_source=reachlocal&utm_medium=cpc&utm_campaign=googleshoppingdevonicsincroboticarms&gad_source=1 ) but I don’t think they actually look as cool as I wanted.

I am, however, proud of this top portion:

Maybe not so in execution but definitely in concept. I could take down some of the work I need to do if I just re-use models on the enemies. If I get a good single enemy variant down I can just throw other weapons on top to provide differing variety of enemies.

The whole world

My friend is making a webpage that handles a dashboard to some cyber security stuff and he asked me to make a globe.

Well technically he didn’t ask me he just suggested that we get a spinning globe on there. Instead of googling for a free solution like a reasonable person I thought “That sounds dope” and I rushed to make a globe in blender (cough cough https://globe.gl/). However the globe ended up being WAYY to good.

The “land” parts are pulled from a open source/royalty free topographical map from nasa https://visibleearth.nasa.gov/images/73934/topography

The data is then converted into a normal map and I make a blue -> brown -> green gradient on the maps which isn’t always accurate (which is why there’s no inland water, such as the great lakes.

I was debating on texture painting in the blue where it obviously should be but that was pushing it in terms of how long I wanted to spend on this. Majority of my time was spent integrating the globe into three.js , then wrapping that in a class which then got wrapped in a react component. However, I’m pretty happy with the results. Only other cool thing I could think of doing is adding some kind of wave effect near the shores but because the exported diffuse map is like 3 mb I didn’t want to add much more here.

If you zoom in enough some things are just missing, for instance. Delaware?

My plan there is to solve in post processing in the actual react widget to draw some state lines.

The end goal had lat/long lines, a alert system and a cursor to select said alerts. Pretty dope all in all.

(I also weirdly made the stars in the background in blender by threshold-ing some noise)

Okay kbar

I made a knife in blender and pulled it into unreal.. Haven’t rigged it up yet but the plan is to get a skeleton on it sometime tomorrow and throw it in the game. Maybe at some point I’ll start making the “game” but right now I’m just living off of this new .gltx high.

There’s probably some huge gotcha with the .gltx that I’m not seeing because this has been some of the easiest imports I ever did.

Even the sizing was easier. Man why did anyone ever make tutorials using .fbx?

I bought a broken bass

I bought a bass with rusty pickups without testing it. The guy I bought it from seemed like he knew it didn’t work so he threw me a t-shirt on the way out (probably as some moral compensation). Went home, plugged it in, no sound, bought pickups, swapped pickups, no sound, plugged in cable half-way, sound. I found out that this bass 1.) had bad pickups and 2.) had a improperly soldered line out. Already fixed the pickups and the line out was a polarity swap, so I fixed that just by swapping to a mono cable.

“Ol’ three string himself”

Next tale here is that abelton has a built in tuner so I jacked into my focusrite and went to tune up the provided strings.

I saw my E string was F so I naturally assumed that it was an octave lower (I had music playing so I wasn’t really “listening” to the strings). The second I turned it, snap, annnd I broke the E string. The rest of the strings ended up fine, I do have replacements but I was too anxious to get something recorded so I went hard with just ADG. (By hard I mean as hard as a 16 year-old who just picked up a bass).

Fun fact: this sounds like probably 3 /4 of the last things I made just done with a bass instead of a synth