Some of you might have seen me mentioning or showcasing a more advanced and versatile root motion solution for a few months, this post will finally cover the fundamental inner workings of this system as promised.
It is once again time for a devblog-post, although last month was a bit less exciting overall, as I was quite busy with many other things. Obviously that means that I wasn’t quite able to make as many updates as possible, but there are nonetheless some interesting things to cover.
Picking up where we left in the last part, we can now import our model into Unreal Engine.
Oi folks, time for part one of this new devblog, covering asset extraction and conversion from the Arkham games using the UE Viewer and 3Ds Max.
Oi, As the new Blog Series about some of the foundations of my Batman Arkham replica using Unreal Engine 4 is about to launch in the near future I’d like to say some things about it before we start off.
Oi, given that you found this post I am assuming you are already somewhat aware of what this project is, a prototype of the Arkham games, except on Unreal Engine 4. I am not yet certain about how detailed I will describe some of the […]