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原创 UE4 c++ 简要入门

1. c++ 与蓝图C++实现Gameplay的构建模块,蓝图用这些模块实现有意思的Gameplay创建流程通过UE4内的类向导生成,避免自己直接去VS里创建指定适合的父类UProperty(): 暴露变量给编辑器EditAnywhere & VisibleAnywhereEditAnywhere: 编辑器属性窗口可见,不可编辑VisibleAnywhere: ...

2019-01-31 17:54:37 2216

原创 GDC Notes

Super Mario & Rabbitmultiple clips in a single fileTakes system (essentially animation layers)take version system (multiple versions on a same clip)mark timeline, color assigningreverse, mir...

2019-01-29 17:43:28 109

原创 Collision And Rigid Body Dynamics Part 1

Collision and Rigid Body Dynamicscollision detect systemsphysics enginephysics: rigid body dynamics simulationrigid body: an idealized, infinitely hard, non-deformable solid objectdynamics: the...

2019-01-02 17:50:26 136

原创 Animation Part 4 Action State Machine

11.11 Action State MachineASM servers as a middle layer between the game character control and low level pipelinestate-layering: multiple layers of ASM to control different aspects of character mov...

2018-12-27 23:52:33 145

原创 Animation Part 3: Compression, Animation Pipeline

Animation Part 311.8 Compression Techniques4 bytes * 10 channels * 30 samples/second = 1200 bytes per second per joint , quite large!channel omissonscale channel: 3 to 1, even 0quaternions are...

2018-12-19 15:59:18 268

原创 Animation Post-Processing

Animation Post-processingpost-processing: extras procedure to modify the pose prior to rendering the characterProcedural AnimationsProcedural Animations: animation generated at runtime rather th...

2018-12-14 16:28:25 381

原创 AnimationBlending

AnimationWritten with StackEdit.Code Structure for Animationstruct JointPose { Quaternion m_rot; //q Vector3 m_trans; //t F32 m_scale; //s}struct AnimationSample{ JointPose* m_aJointPose;...

2018-12-13 16:12:09 464

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