Repeated animation with material usage tips.

I have used it several times in the previous posting, many people may not think 'Repeated animation with material' is important.

But it is very good for the following reasons.
  • It makes users more immersed in the game world. 
  • In most cases, it works at a low cost.
  • Since the actual object does not move, it does not cause any related malfunctions.
  • Implementation is very easy in Unreal Engine 4.

Example usage in UE4

You can find a working example in the 'Soul Cave' example.

 Many of the moving things have been implemented this way. Please download the implementation contents and open the material.



Example usage in Game(from hitman)

Hitman was not created using Unreal Engine 4, but it is well suited to look for examples for this post... and it's good to go around and observe too.

Clothes shaking in the wind.

TV or monitor screen.

Smoke. If you don't need high quality, you can use it instead of particles.

 Moving insects on the toilet floor.

Flies flying over food.

Flags and banners.

A wash basin full of water.

A typical example is a fan.


Surveillance camera.


Washing machine in operation.

A small vehicle in which the engine vibrates.

Small fountain or pond. Can be produced at low cost without particles.

It also applies to balloons if the hit determination does not need to be accurate.

 LCD screen of machine.

Insects around the lights.

Boiling food.

Birds that do not come down to the ground.


Clock hands.

 Most objects floating on the water.

Rope + Flag(with wind) + Boat.

So...

Now you can easily find and apply where 'Material animation' will be used.
It is even easier to use with the UI blueprint in Unreal Engine 4.


Related post(simple example) :
Tall-grass bush that responds to touch

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