Friday, February 3, 2023

Lighting Workshop Week 4

 






For this week, I attempted to recreate the fog, and unnerving lighting shown when fighting Leshens in the Witcher 3. I even added the creepy birds flapping over head. I used an HDR file for the lighting, in addition to some spot lights, point lights, and a directional light. I also added some exponential height fog to give it a misty look. The environment is the "Medieval Game Environment" from the Epic Games store. 




Friday, January 20, 2023

Week 2 Lighting Assignment

 Here is my week 2 lighting assignment. I reused my barrel that I made last semester in 3D Art and put it into a forest scene using a few different HDR files to try and see the various results. I also used a post-process volume and turned on infinite bounds and turned off auto-exposure. I think the results are very interesting! 










Thursday, December 1, 2022

Spirited Away VR: Interactive NoFace (Final Pass)

 This week, I FINALLY figured out how to get my prop affecting the state machine on my NoFace blueprint. I set it up so that if I pick up a specific token, NoFace opens his mouth. If I feed him a Riceball, he closes his mouth and rains bath tokens on me! I had a lot of fun with Niagara emitters to make him more like the Spirited Away movie. I also added an emitter that has gold raining out of his hands like in the Spirited Away movie. 




Here is a video showing the final product! I had a lot of fun bringing NoFace to life. 


This is the beginning of my NoFace blueprint, where I made an array variable that has all instances of the Bath Token and the Riceball blueprints in the scene. It uses this to set the variables for NoFace's aniamtions later on. 


This is a blueprint showing how I triggered the gold emitters that come out NoFace's hands. 


This part is kind of messy garbage but it WORKS. Basically this works by checking if my Variable for NoFace's mouth open is true or false. If False, it checks to see if a token is held and if it is true, it sets the NoFace mouth variable to true. If NoFace IS angry/mouth open, it checks all the instances of the Riceball prop and see's if it is overlapping with the trigger box I put in NoFace's mouth. If true, it sets NoFace mouth open to false and destroyts the prop. As a result, this triggers a Niagara emitter that rains Tokens on the player as a sign of NoFace's gratitude. 


I set the gold emitter to delete itself after playing once as I thought it might be annoying for it to play all the time. 


Wednesday, November 23, 2022

Spirited Away VR: Interactive NoFace (Clean Pass)

 This week, I worked on getting the animation state machine and blueprints to work together to make NoFace fully interactable. I played around with collisions and even added specific colliders for the hands to make hand interactions on parts of  NoFace's body. The result was that if I entered specific colliders, NoFace can go from Aware > Beckoning>Mouth Open>Mouth Closed> Back to Idle once I exited the colliders. I am hoping to possibly add some interaction related to our prop next week, but for now this is fully functional. Below is my Perforce documentation. Primarily, I worked on the ABP_NoFace, BPC_NoFace, and the Team4VRPawn assets. 






As you can see in the video, as I enter NoFace's colliders he goes to bowing to show he is aware of my presence. If I get even closer he starts doing his creepy "beckoning". If I reach out to his face, his mouth opens, but if I reach to his head to give him headpats he closes his mouth. Exiting one collider takes me back to the previous animation state. Going out of the colliders completely makes it go back to idling. 
The biggest thing that fixed this was adding a collider to the VR pawn and I also added individual colliders that are parented to the motion controllers to add interactions related to the hands. 

Pictured above: the colliders I added to the VR Pawn. 
    
        Here are are the various colliders I added to NoFace to trigger the different animation states. I added 4 in total! 






Here are the various events I attached to the colliders, and I then added these same variables to the animation blueprint to trigger the state machine events. 



Here is what my animation state machine looks like, in the end it allowed for a pretty flawless transition between my states, including the mouth open and mouth closed animations. 


Sprint #6 Delivery

 This sprint, I added finishing weighting touches onto the Angel, added the completed textures to the rig files, added the stained glass pan...