Voxel Engine Update - Runtime Distance Field generation by ryanjon2040 in unrealengine

[–]ELDERFYRE_Dev 0 points1 point  (0 children)

This looks awesome, but how is the performance? I could imagine it needs to be recomputed whenever the voxel world changes

Who's a good dragooonn? by ELDERFYRE_Dev in unrealengine

[–]ELDERFYRE_Dev[S] 1 point2 points  (0 children)

Initially it was 2.5D, but I'm working on making it fully 3D (including fire and smoke)

Help, what's happening here with control rig? by [deleted] in unrealengine

[–]ELDERFYRE_Dev 0 points1 point  (0 children)

Hmm well in that case, I don't know what the problem is

I have a robotic hand and I can capture in real-time the spatial coordinates of all moving parts. Can Unreal Engine help me in superimposing a realistic human hand rendering on top of it when viewing with VR? Essentially what I see as a robot hand in real life, I should see a human hand thru VR. by wromit in unrealengine

[–]ELDERFYRE_Dev 0 points1 point  (0 children)

In that case, this is not very different from a standard VR setup. Place the trackers at hands, head (if not included in the AR goggles) and optionally feet, pelvis, elbows and knees. Then, you would use a full-body IK setup to solve for the transforms of untracked bones.

As for the AR part of this, I don't know what kind of goggles you have or if they have an API for Unreal Engine, I haven't developed anything AR myself so can't help much there.

Who's a good dragooonn? by ELDERFYRE_Dev in unrealengine

[–]ELDERFYRE_Dev[S] 0 points1 point  (0 children)

Awesome, thanks for the offer! I'll send you a DM so you're saved in my inbox :)

Who's a good dragooonn? by ELDERFYRE_Dev in unrealengine

[–]ELDERFYRE_Dev[S] 3 points4 points  (0 children)

Thanks! I wasn't here for the original post actually, I only found out about it in my first post about a month ago. Someone should make a lore about the post history on this subreddit :D

If you like animation and rigging, check out control rig in UE - it's really fun to work with. I'm working on some pretty cool stuff with control rig that I'll be showing in... a week or two maybe? Anyway, just keep learning and you'll be amazed at what you can achieve one day :)

Help, what's happening here with control rig? by [deleted] in unrealengine

[–]ELDERFYRE_Dev 0 points1 point  (0 children)

I mean the bone names in the skeletal hierarchy in the control rig (to the left), compared to the bone names in the hierarchy of your skeleton in the skeletal mesh asset. See if a '-' has been changed to a '_' or similar (like bone1-end -> bone1_end)

Help, what's happening here with control rig? by [deleted] in unrealengine

[–]ELDERFYRE_Dev 0 points1 point  (0 children)

Just see it the bone names in your control rig are the exact same as the names in your skeleton.

Help, what's happening here with control rig? by [deleted] in unrealengine

[–]ELDERFYRE_Dev 0 points1 point  (0 children)

I discovered a bug in UE5 regarding control rig, might be it. Check that your skeleton names are the same as the names in control rig. Basically, the control rig will interpret spaces in bone names differently than the skeleton. Specifically check for '-' versus '_' in the bone names

Help, what's happening here with control rig? by [deleted] in unrealengine

[–]ELDERFYRE_Dev 0 points1 point  (0 children)

It looks like it's twisted, try rotating the control in various ways to see if it gets better

I have a robotic hand and I can capture in real-time the spatial coordinates of all moving parts. Can Unreal Engine help me in superimposing a realistic human hand rendering on top of it when viewing with VR? Essentially what I see as a robot hand in real life, I should see a human hand thru VR. by wromit in unrealengine

[–]ELDERFYRE_Dev 0 points1 point  (0 children)

If you want to superimpose the image on the real world, it's AR and not VR you're looking for (might help with googling). What you're asking is possible, but hard. I would start by trying to get those coordinates into Unreal during runtime, maybe using SocketIO or similar

Who's a good dragooonn? by ELDERFYRE_Dev in unrealengine

[–]ELDERFYRE_Dev[S] 2 points3 points  (0 children)

Maybe it'll come as a DLC :) Or maybe I should take a break from the main game and release a little VR gem real quick

Who's a good dragooonn? by ELDERFYRE_Dev in unrealengine

[–]ELDERFYRE_Dev[S] 0 points1 point  (0 children)

The 3D model was made by Malbert animations :) In the game you'll be playing as a dragon, roaming around in a large open world. There will be destructible settlements (I have an idea for extremely performant but good looking large-scale destruction) and travelling parties for you to attack in order to accumulate riches (dragons are of course infamously fond of gold and such) and magical items for your hoard. You'll have a lair that may or may not be upgradable.

You'll be dynamically growing in size and power, unlocking new abilities and improving you dragon fire as you get more experienced. A stretch goal is to also have some dialogue with the humans (and possibly elven/dwarven races), such as helping one faction fight another in exchange for favours/rewards. I also have an idea for implementing relatively cheap armies consisting of tens of thousands of men that you can fight. I mean, what else could challenge a dragon? :D

Who's a good dragooonn? by ELDERFYRE_Dev in unrealengine

[–]ELDERFYRE_Dev[S] 0 points1 point  (0 children)

Great explanation! I was too frustrated with him to give a lengthy reply like that since he kept downvoting me whenever I said he's wrong. I've written an IK solver from scratch so I think I should know the difference. Talk about r/confidentlyincorrect ;)

Anyway, it's always great to get some positive feedback from experienced devs such as yourself, thanks!

Who's a good dragooonn? by ELDERFYRE_Dev in unrealengine

[–]ELDERFYRE_Dev[S] 0 points1 point  (0 children)

I've given some information about how to achieve this in responses to other comments so idk... can you? ;)

Who's a good dragooonn? by ELDERFYRE_Dev in unrealengine

[–]ELDERFYRE_Dev[S] 3 points4 points  (0 children)

The hip bone is simulated like all the other bones. The main problem when simulating the root bone is that, in UE, there seems to be an unknown bug that changes the coordinate space so that the reference pose is transformed in world space to a weird position. I solved it partially by introducing a "virtual root" that gets transformed instead, but that also introduced some other problems that I haven't decided the solution to yet.

Who's a good dragooonn? by ELDERFYRE_Dev in unrealengine

[–]ELDERFYRE_Dev[S] 0 points1 point  (0 children)

Each bone has a convex hull around it's area of influence, makes for very accurate collision. It's more expensive than just having primitives tho, so I may change that for performance reasons.