Hair moves in real life. So of course, we expect it to move in our games. Unfortunately, that's actually quite a technical challenge. Today we're going to go over the various options available to us, the pros and cons of each, and in the end, which one we're probably going to be using and why. All of these options are native to Unreal Engine 4. Which is to say, none involve 3rd party software.
Today's DW, instead of a video, is about an interesting development in the Unreal 4 engine with a disproportionate impact on development.
Those who've been following us a while know that we were seeking to develop various parts of the game separately and in modular form. We went into detail on this in our update Pieces of the Game (link here). Part of it was simply due to the scattered nature of the team, part of it the sheer size of the project involved. Part was also for easier maintenance and discovery and elimination of bugs throughout the life of the game.
In a previous DW we showed animation blending in combat. Here you can see us testing animation blending while running in a blank test environment.
What to Look For: The character can dynamically turn his head to any degree in any direction possible without disrupting his running animation at all. This is live blending and will work at all times automatically. Imagine kiting with this feature.
A bit of eye candy for you. This guy was Rottweiler until we realized that name was copyrighted - we haven't officially decided on his new name yet. He still looks cool and mean doing his thing at night.