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Showing posts with the label blender

Importing Collisions UE5

Setting up colliders for static meshes within the engine is possible but is super cumbersome due to the UI limitations. The Static Mesh editor in UE5 isn't as full fledged as lets' say Blender. I've been trying to see if there was a way for me to import the collisions into UE5 without actually editing them in the UE5 editor.  I assumed i would have to build a custom pipeline to export these colliders from blender and import them into UE5, but its' not needed. UE5 while importing static meshes, is able to import and set colliders if you name them right.  Supported prefixes: UBX_ Box collision UCP_Capsule collision USP_ Sphere collision UCX_ Convex collision And if you want to add multiple colliders to a mesh, you just add _01, _02 ... suffix to the name of the collider. Here is an example of how its' done for a simple mesh named "Table" when imported into UE5 and open the Table static mesh, you should see something like this.. when you enable simple collisi...

3D Modeling made easy

 3D middling is generally hard for people working in 2d art to pickup. There have been attempts at making  it easy in various tools Maya introduced the world if sculpting Sketch introduced the union/difference way to model Voxel editors made it like Lego  building Recently I’ve come across a new roll called KenShape from @Kenney.nl. This tool takes an interesting approach of creating 3D models from 2D art. There have been attempts at this before. In fact I’ve worked on creating a 3D model from sketch as a blender plugin as part of my college work. It was hard to create something polished with it . KenShape roll takes an interesting approach by imposing a limitation of pixel art. This makes it similar to the union of shapes kind of modeling and can get pretty impressive results higher res rendering using #blender modeled using #KenShape #gimp for overlay (there is probably a way to do this using blender itself) pic.twitter.com/az9V7hWjHE — VamsiKrishnaV (@vkrishna198...

Making games with cocos creator

I've gotten on to my second game using cocos creator and the experience has been pretty good so far. The UI is intutive, and the best part is that the engine is modular. you can literally strip away the pieces that you don't want and build a lean build that is perfect for the mobile web. The first game i created was an endless runner with a car in it to put mildly :) One major issue we have been facing was figuring out the particle system. There is a 2D particle system that can render as a flat plane in the 3D world. Fortunately it rotates in 3D and can be positioned in 3D. We had to tinker around but were able to get it to look the way we wanted it to. The second game is a rolling cube game, with some puzzle elements in it. I've been toying around with the idea of creating these "scenarios" for each section of the game and the user goes through them in a random order and it creates a good feel of randomness. This will eventually be used for creating a scena...

2D Soldier

One of my friends had designed a simple 2d character that we wanted to use for a game. As one might expect.. it never got realised. So I thought ill' put up the asset for use by others who might be interested. This is how the animation will Look 135x240 pixels each piece I used blender to create a rigged model with the body parts as rectangles, then texture mapped it.  Animation and rendering were done using blender.  The final step of creating spritesheet was done using Gimp.

Our Kitchen

Kitchen by gizmo_thunder on Sketchfab Here is a quick 3D model i built for designing our kitchen. It was fun doing it. I really didn't do the scene graph properly  as i was trying to get it finished quickly. But it does represent what we wanted to achieve :)L

Gameplay3D on Android

I've experimented with the Gameplay3d engine by the good folks at blackberry and found it really fun to work with. There are still some kinks to be worked out about the workflow for the materials but over all the experience has been good. Today i've managed to get them some demos running on my device.. here are the screen shots.. Here are the steps to get the apps on to the device.. cd /android $ANDROID_SDK_ROOT/toos/android update project -t "android-10" -p . -s $ANDROID_NDK_ROOT/ndk-build ant debug install Space Ship Sample from Gameplay src A Sample 3D application ive' developed using Gameplay The takeaway would be that.. if you are looking for a good free 3D engine to start off something Gameplay  might be a good place to start, especially if you are familiar with OpenGL and GLSL shaders.

GamePlay Engine

I came across GamePlay engine a while ago. It claims to be easy to pickup for people who have worked on cocos2d-x or similar libraries. I doubted that claim and was too full of myself to give it a go. After all i already have a class for loading 3D models in cocos2D-x. Over the weekend i wanted to give it a go just to get a feel for how things work in GamePlay engine. Im' happy to report that It was pretty awesome and would definitely give it a go if i had to pick up a free 3D engine to work on a game. There were a few things that threw me off though, took me a while to figure out what was going on.. my first hurdle was to fix the Xcode projects.. The missing Frameworks? So the projects were all the basic stuff required for an app but the xcode projects from GamePlay were showing them as missing... so basically i just had to drag drop them from finder window to the project tree. Easy but lost a lot of time trying to figure this out, Basically lack of documentation / tr...

Anim3D

The simplest way to create a 3D animation is to create multiple keyframes (3D meshes) for different timeframes and interpolating the vertices with time. This is the technique used for Quake2/Quake3 models. The simplest file format would be to start with Quake2's md2 file format. The problem though is that there aren't many exporters around for the format and the loaders that are around seem to screw something up something regarding how the animation is handled. I could have spent some time to figure this out and fixed the exporters/written one myself.. but i thought it would be a good learning experience to try writing something myself. That's how the 3danim  project started. Just one simple ascii based file format that is easy to parse and use. I didn't make it binary as thats' the logical extension for how we store the data, But the important part is to understand everything that is stored in the file. Iv'e written Loaders in c, python and have had my fri...

2D Boy

No this is not a blog post about the 2D boy game studio. ... its' about a 2D character i designed from scratch.. This was the first time i did it, the work i did with recreating the 2D characters from Sita sings' blues has certainly helped me a lot here. First i used MyPaint to create rough sketches of how i wanted the character to look.  Sketch of Characters I wanted to go for a cartoon look but still wanted it to be a believable one. At first i tried to push for a simple Rayman style character but finally decided on this character. The game was going to use a side view.. so i had to work on creating a side view of the character.. I think the isometric view would have been better but the side view is what was requested.. :D Side View of the Character Once i got the side view done.. i wasn't too happy about the shoes so i tried to draw that separately so i can focus on its' details. Once i got the side view, i used Inkscape to create the colors and the...

Some More Art

Here is some more artwork i did for the project. I think i should stop focusing on the art and try to get some actual game done now :) I still have to write export script for using blender as level editor. Once that is done i should be able to put together some good level to play with. I still have no clue what the story is going to be, im' inclined to take it to humorous side, but ill' have to think about it. BlenderSetup for Skeleton SkeletonCharacter   Props for Game Ps: If you do use the props texture please attribute it to me.

WitchDoctor

Ive' been working on a simple action game. I haven't been able to decide on the story or the level design. But i think i have got the basic gameplay working pretty well. I was also thinking about some mini boss character and witch doctor seemed like the perfect fit for what i wanted to do .. so here it is... The Witch Doctor colored character from prev post I still need to get these characters rigged up in blender, but right now im' having fun with the character ive' managed to rig in blender. Here is the video showcasing the combat. I hope ill' be able to finish this soon :)

Blender Rig For 2D Animation

Most people use Flash for their 2D animation needs, but apparently some people do use the 3D animation software tools for creating 2D animations as well. The advantage?.. i think it has got more to do with preference than anything else but then again.. 3D authoring tools are good with for doing camera effects and rendering effects if you want to do any. I recently discovered that south park is animated using Maya, I always thought it was stop motion animation oh well i guess they had to move to make the process faster. The advantages of using 3D animation software for 2D animation in my Opinion Ease of adding rendering effects to the scene. Camera movement can be added easily (esp the z-axis movement) The multi-bone setup makes it easy to animate snake like objects (curvy hands, fire, smoke) So as i mentioned in my previous post, i've decided to rig the character in blender and here are the results.. The image to the left is the render shot from blender and the one to the ri...