Development Report 9/24/2020
Added 2020-09-24 19:54:19 +0000 UTC
Hello everyone!
Back with a new report!
This time is a short one and I can’t show anything XD. So, we’ve been working on Bioasshard and 0 (you know that previously mentioned project that has nothing to do with Bioasshard).
A lot has been done on both. For 0, all the… (I’ll call it) “background work” has been done and all that’s left is… well, something Mr.Versus is taking care of already but I can’t really go into details hahaha, sorry about that.
Now, as for Bioasshard, I finally finished all the correctives stuff for now. Finished the last outfit, also solved some glitches for the standard outfit. And came up with a temporal solution for a horrible limitation UE4 has in terms of rotations, where depending on the rotation order (and UE4 doesn’t let you alter that by default) you’ll get a “nice” effect where the Y coordinate can’t get pass 90 º. So, for example in a basic rotation order of XYZ: X can go from -180 to 180 and Z can do the same, but Y can only go from -90 to 90. This limitation caused some problems with some correctives for greater values than 90 and lesser than -90. I took some time but came up with a simple solution. Probably in the future I’ll end up changing it to start using the internal control rig system UE4 implemented “recently”, but for now my system will do.
Apart from that, I started working on the next step that is the implementation of the new weaponry. In order to make this the best way as possible, I’m taking some time to refactor some code to accommodate it better for a general use and not just for the handgun. It may take some time, but will end up with a cleaner and faster code and also a lot more versatile.
So, with all this said, that will do it for this report.
Please make sure to take care and stay safe <3
See ya in the next report.
Any Question? Check this post! => Links & Roadmap
-Meguido