![]() ![]() The Idle / Override blending part of this is definitely something I would change in hindsight, because blending in and out of the idle is a mess: the scanner could be on an up or down point when I start. The animation blueprint itself does very little:ĭown the bottom left is the Idle animation that happily ticks away all the time, and that blends with an override animation, which is what the Attract Points set.Įach of the rotators are driven by procedural animation on the Scanner blueprint, which I’ll show in a bit. There is also a blend in and out time for the animation, to give transition from the manually animated idle. ![]() The animation doesn’t start when the scanner reaches the point though, it actually starts at a certain percentage of distance along the previous spline segment leading up to this point. So when the Scanner reaches an attract point, it can pause for a while (I use this time to play an animation, generally). Here are the parameters that each point has: The division of labour between these things ended up being pretty arbitrary, but the initial idea was that an Attract Point can start playing an animation on the Scanner when it reaches the point, and can also modify the max speed of the Scanner when leaving the point. There are three main blueprints that do the work: the Scanner blueprint, the Scanner Path blueprint, and the Scanner Attract Point blueprint. So, erm, feel free to use this as a guide on how *not* to approach making an object float down a hallway… Down the garden pathĮarly on, I was trying to work out if I wanted to just animate the whole thing from start to finish in Modo, or do something a little more systemic.įor the sake of trying something different, I settled on having the main movement down the tunnel, rotation of the centre wheel, tail and little flippy bits (technical term) through blueprints, and then blend in a few hand animated bits. If you want to modify the speed at which the clouds move, just edit the $rate value.Part 3 of the breakdown of my recent Half-Life 2 Scanner scene.Īnd now for animation! Also known as “Geoff stumbling around blindly for a week when he really should have watched some UE4 animation tutorials”. Higher values make the clouds brighter, while lower values make them less bright. If you want to adjust the brightness of the texture, just edit the $color value in the VMT. You can use outside of Team Fortress 2 if you want. I also included the original texture 'cloud001c.vmt' renamed to 'scroll_clouds_1.vtf' in case some versions of the source engine don't have the original texture. ![]() Just put the 'material' folder into the 'tf' folder of your game. In this download, you'll find the texture (VMT and VTF) and a vmf demo so you can see how to implement it in the 3D skybox. This texture is based on one that already exists in the game (specifically in Half-Life 2), called 'cloud001c.vmt.' I modified it to suit my needs. I don't know why more mappers don't use this trick, considering it's easy to implement and not expensive to render. Honestly, I find this effect very appealing, so I decided to use it in my map Ice Tower. This game uses a trick with flat planes in the skybox to give the animation of moving clouds in the sky. So, recently, I was playing Return of Castle Wolfenstein, and a detail caught my attention – clouds in the sky. ![]()
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