Hey guys, as requested I have posted a follow-up video showing how to do this same process in Unit Flow and included a link to the download files (also requested) in the description of that video. If you plan to use collision objects, i would highly suggest watching the follow-up video. Using bones (though perfectly valid) creates some additional work and added effort when working with collision actors. You can find this video here : https:ruclips.net/video/RIGf2TKVAys/видео.html
I repeated this example in 3ds max interactive. but when I run it and tried to touch the trigger, it failed and the interactive editor said:"Unit XXXXXXXXXX has no animation blender". what's wrong?
+Jack Carver I modeled this myself and added an animation for it. It isnt really a "prefab". As stated above, ill try to set up a download for the source files.
How can you copy this around the level without having to wire it up in flow for each door? Like make an instance containing the door and trigger (or what unity refers to as a "prefab").
+Geoff Graham You can use this same idea by using the UnitFlow instead of the LevelFlow. Simply double-click the unit and you should be good to go. You would need to use an action (click, or whatever) to trigger the door. You could create an additional model part and make it invisible so you can test if the player is close. But yea, you can do this with unit flow and it should be more or less identical. Hope that helps you.
+WoodBarrel im not super familiar with unreal, but it sounds liek that is correct. Basically unit flow is something that will adhere to a unit whereas level flow is more global to the level. For example, if you were to string a rotate node to a unit in its unit flow, the unit would rotate automatically whenever you place (or spawn) it in any level. If you were to do it in the level flow, you would have to call the specific unit and it would have to already be instantiated in the level. I hope that kinda makes sense.
+Paul Kind to try what i am talking about, simple open up a unit (any unit will do for the test). go into the unit's flow. then add "level update" node and connect it to a "rotate unit" node put some values into rotation delta. Drop a handful in your level and hit play. If you want to test further, drop a marker in your level flow and attach a spawn unit node to any input node that will suit (mouse/keyboard) and you will see that any time they are put into the level they will rotate.
Thanks for the reply Paul! I will try this out when I get a chance to look at it again. It would be great to see a video showing how to create this door with a trigger in unit flow and then see it copied around a level. I think I can figure this out though.
The quality of the video is too low i can barely see the texts. Or it needs to be zoomed in a bit. Nice vid anyway. Thanks. P/S : how can i have the content "Open door animation" and "Close..." like you at 4:05 ?
You may want to watch the newer tutorial on triggering things. ruclips.net/video/C87RV3khOoU/видео.html It is a bit more in depth, better resolution and a full series. The open door and close door animations are set in the Game Exporter (they name the animations) and are automatically available if you have imported your models correctly.
Where are your programming tutorials? Another piece of shit from Autodesk. Remember what they did to Softimage users... It can happen to everyone who use Autodesk product.
I apologize that you found this video unhelpful. I am however planning a series of tutorials revolving around Lua for the more technically savvy. As for softimage, yea, it was a bummer the product reached its end of life, but, no one took away your copy and generous offers were made to help you convert over to Maya or Max which are both very comparable products. Unfortunately supporting 3 software packages with virtually identical capabilities did not make a lot of sense.
Hi
I am a novice in this program
Is there a link to a series of lessons?
Hey guys, as requested I have posted a follow-up video showing how to do this same process in Unit Flow and included a link to the download files (also requested) in the description of that video. If you plan to use collision objects, i would highly suggest watching the follow-up video. Using bones (though perfectly valid) creates some additional work and added effort when working with collision actors.
You can find this video here : https:ruclips.net/video/RIGf2TKVAys/видео.html
I repeated this example in 3ds max interactive. but when I run it and tried to touch the trigger, it failed and the interactive editor said:"Unit XXXXXXXXXX has no animation blender".
what's wrong?
And how do you make a prefab out of this?
+Jack Carver I modeled this myself and added an animation for it. It isnt really a "prefab". As stated above, ill try to set up a download for the source files.
Where are project files for this tutorial?
+Jheovany Menjivar I will see what I can do to make them available to you.
How can you copy this around the level without having to wire it up in flow for each door? Like make an instance containing the door and trigger (or what unity refers to as a "prefab").
+Geoff Graham You can use this same idea by using the UnitFlow instead of the LevelFlow. Simply double-click the unit and you should be good to go. You would need to use an action (click, or whatever) to trigger the door. You could create an additional model part and make it invisible so you can test if the player is close. But yea, you can do this with unit flow and it should be more or less identical. Hope that helps you.
+WoodBarrel im not super familiar with unreal, but it sounds liek that is correct. Basically unit flow is something that will adhere to a unit whereas level flow is more global to the level. For example, if you were to string a rotate node to a unit in its unit flow, the unit would rotate automatically whenever you place (or spawn) it in any level. If you were to do it in the level flow, you would have to call the specific unit and it would have to already be instantiated in the level. I hope that kinda makes sense.
+Paul Kind to try what i am talking about, simple open up a unit (any unit will do for the test). go into the unit's flow. then add "level update" node and connect it to a "rotate unit" node put some values into rotation delta. Drop a handful in your level and hit play. If you want to test further, drop a marker in your level flow and attach a spawn unit node to any input node that will suit (mouse/keyboard) and you will see that any time they are put into the level they will rotate.
Thanks for the reply Paul! I will try this out when I get a chance to look at it again. It would be great to see a video showing how to create this door with a trigger in unit flow and then see it copied around a level. I think I can figure this out though.
ok, i can do that for you.
The quality of the video is too low i can barely see the texts. Or it needs to be zoomed in a bit.
Nice vid anyway. Thanks.
P/S : how can i have the content "Open door animation" and "Close..." like you at 4:05 ?
You may want to watch the newer tutorial on triggering things.
ruclips.net/video/C87RV3khOoU/видео.html
It is a bit more in depth, better resolution and a full series.
The open door and close door animations are set in the Game Exporter (they name the animations) and are automatically available if you have imported your models correctly.
720p not enought resolution fot this tutorial
please create in app billing tutorial for android and ios
Where are your programming tutorials? Another piece of shit from Autodesk. Remember what they did to Softimage users... It can happen to everyone who use Autodesk product.
I apologize that you found this video unhelpful. I am however planning a series of tutorials revolving around Lua for the more technically savvy. As for softimage, yea, it was a bummer the product reached its end of life, but, no one took away your copy and generous offers were made to help you convert over to Maya or Max which are both very comparable products. Unfortunately supporting 3 software packages with virtually identical capabilities did not make a lot of sense.