Preparing BUCK for animation
Updated: Jun 10, 2019
Hello everybody! I hope you’ve all had a great week. I’ve mostly been away from the engine this week, as I’ve been preparing the new Buck character model for animation. So this week I’ve been skinning Buck’s new mesh to a skeletal system and then building a control rig around that skeleton so that Buck can be animated. We actually put a lot of work into this a few months ago, to improve and speed up our skinning and rigging methods here. We now have a template bi-pedal skeleton which we use for all our bi-pedal characters, and I have automated all of our rigging tools, so we can create an animation rig with the click of a button (I’ll never tire of clicking that button and seeing a whole rig appear, I chuckle to myself every time). This has really helped us reduce the amount of time it takes us to prepare a character model.
I did spend a little time in the engine when discord user @CraigLongstaff (https://discord.gg/88sNDNE) found a grenade bug (couldn’t throw grenades). I was pretty sure this bug was tied into a known grenade UI bug, but it may have also been tied into some legacy grenade blueprints that where still active. SO after tracking that down I decided it was probably time to elevate the grenade UI bug and fix that too, but it turns out I already had but like a complete professional I just had implemented the new code, I’d just let it sit there. So anyway, in the next pre-alpha build the grenades should be working properly now.
Have a great weekend.