3D Archives

My notes on 3D apps I use: ZBrush, Hexagon, DAZ Studio, Poser, Carrara and many others.

Making a character sprint in Unreal Engine

I’ve explained how to make a character crouch in a previous article. We can use the same principle to make him (or her) sprint by setting the Max Walk Speed on our character movement. Let me show you how it works. Just like before we need: a Character (I’m using the First Person Character) an …

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Making a character crouch in Unreal Engine

I’ve just learnt how to let a player character crouch. It’s a little complicated so I thought I’d take some notes in the intricacies. All credit for this goes to Mathew Wadstein and his excellent video tutorial. I’ll explain how to implement the whole process using an interface call, and I’ll show how we can …

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Adding your own Node Graphs in Unreal Engine

Blueprints can get so disorganised over time: the more nodes we add to our Event Graph, the more cluttered and difficult to navigate the screen can get. While there is a way to search for an event across the current class, and there’s the option to split graphs into Functions, there’s also a way to …

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Make a Character walk to a random location in Unreal Engine

I’ve been following EPIC’s Behaviour Tree Quick Start guide and delved into the fascinating world of Blackboards and Behaviour Trees (regardless of the missing u). I thought this way of implementing random walk actions in background characters would come in handy for making the game world come alive. In their example, the behaviour tree is …

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Setting up an auto fire mechanism in Unreal Engine

Auto-fire means that you can keep holding down a button and a gun in your game keeps firing bullets at a pre-determined rate. No matter how a single-fire mechanism is setup, we can modify it to work automatically. In this article I’ll show you how it works. For this example I’m using the First Person …

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How to tag an actor in Unreal Engine

Did you know there’s a way to specify an Actor object by something other than an a reference? I thought this was a handy trick. iOS has a similar “hack”, and it can save your bacon on occasion. Tagging an Actor in Blueprint In the Class Defaults of your actor object, head over to Actor …

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Setting up a simple AI Controller in Unreal Engine

Unreal Engine can make pawns to things, like chase down and follow the player. This is known as AI behaviour, for Artificial Intelligence. It works surprisingly well! Here’s how to set it up – in its simplest form. In principle we have to create an AI controller add the AI controller to the pawn define …

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How to implement a Blueprint Interface in Unreal Engine

Interfaces are a C thing. They’re a set of functions that one class can implement so that an action is performed on another class of a potentially different type. Rather than calling a function explicitly on another class, we’re sending a message. If the receiving class knows what to do with it, it’ll react. If …

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Refactoring complex Blueprint Code into Functions and Macros in Unreal Engine

The beauty of Unreal Engine’s node system is that it’s relatively easy to extend your application code visually. At the same time, this can lead to extremely messy code (literally spaghetti code, considering the amount of noodles on the screen). While such code may be working in the heat of the moment, your future self …

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Adding Gamepad Navigation for Menu Selections in Unreal Engine

In this article I’ll explain how to add gamepad and keyboard navigation to UI Widgets in Unreal Engine. To my surprise, gamepad navigation magically works alongside regular mouse navigation, as long as Keyboard Focus is set appropriately on any of our UI elements. We don’t need to add any special logic to our project. All …

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Using an Opacity / Transparency Map in DAZ Studio (Iray)

Transparency is handled differently across render engines and file formats. While a PNG, TIF or GIF file can contain transparency data, a JPG image cannot. DAZ Studio’s Iray render engine can’t handle transparency data embedded in such images and requires the use of a special Opacity or Transparency Map. This might sound a little confusing, …

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How to extract a UV Template in Blender

When you’re done with UV Mapping in Blender, you may need to save out a template of your hard work so that you or someone else in your team can get to work on some fabulous textures. In case you ever need to save out such a UV Template, head over to the UV Editing …

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How to export assets from Unreal Engine

Something that wasn’t immediately obvious to me is that Unreal Engine saves its own file format under the hood. For example, a prop or audio file is not stored as .OBJ or .WAV, but as .UASSET file. Perhaps it’s just a wrapper that stores binary data, or maybe it’s some other kind of magic. Be …

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How to change the colour of a material via Blueprint in Unreal Engine

I’ve just learnt about a nifty mechanism to change parameters on a material node in Unreal Engine. The niftyness lies in the fact that when we convert static values in the material editor into parameters, which then become the equivalent of public variables that are accessible from other parts of UE4. It sounds way scarier than it is, let me show you how it works in detail.

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What is Yaw, Pitch and Roll in 3D axis values

There’s a slightly weird terminology I keep hearing in various 3D applications. Those terms are Yaw, Pitch and Roll. I have trouble remembering which one is which, and which one is related to what axis in 3D space. I’m more used to the Euler notation system, and the only one I can remember is “roll” …

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Adding subtle wind animation effects in Unreal Engine

I’ve always been marvelling at all the little moving background items in video games. Most trees, grass, plants and such foliage appears to move subtly. How do they do that? Perhaps it’s a wind node? Surely that’ll eat up huge amounts of resources.

I just found a computationally cheaper trick to do this, namely by adding this effect to the plant’s material, thanks to a video by MetalGameStudios. It suggests that we can do this in two ways, both of which are described below. In either case, open the material of your object to proceed.

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