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Showing posts with the label Advanced Modeling & Animation

Advanced Modeling & Animation / Final Project

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 Final Project Todo: Processing: I first created a VR file in UE5, then followed the tutorial to set it up, and after completing the setup, I started making it. I plan to build the model in the previous file and then transfer it to the VR File, so I'll start making it first. I first rearranged the model's position, then added some pinlight, and optimized the animation, adding purple lighting to make it look more futuristic. Next, I added several high-tech streetlights to guide the user forward and placed chairs next to them. I migrated the project to Final and configured the Nav Mesh Bounds Volume. I'm currently working on making the seats in AR mode move along with the model. I've added a Sequence Player to the teacher's previous work. The other one remained the same, but I added VRpawn. The animation is finished, now it's time for the parking project. Presentation: Reflection: During the development of this final project, some models encountered errors when ...

Advanced Modelling & Animation / Assigment1

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Assignment 1 Todo: Processing: I modified a pirate ship based on the one in the theme park, creating a different kind of pirate ship that I call a "pirate ship that can be boarded and disembarked", which is more futuristic. This is another show of mine called "Flying Ferrari". And this is the observation deck I made. Reflection: Because this blog post was written quite late, some of my original files were missing during later modifications, so I can only use images from the UE5 engine as references. I think I should take better care of the original files next time.

Advanced Modelling & Animation / Assignment2

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  Assignment 2 Todo: Processing: Preview: Reflection: In Task 2, I've been troubled by a persistent issue: setting the object's centre as the origin in Blender causes the model to compress into a single mass. Subsequently, when importing into Unreal Engine, I must manually piece it back together one component at a time, which is extremely time-consuming. I wonder if there's a more convenient method to resolve this.