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Example of use:
Not only wind-cutting feathers but all feathers are modeled. (Mesh_BaldeagleSuperHighPoly, Mesh_BaldeagleSuperHighPoly2)
This can be inflated by morph targets. (Mesh_BaldeagleSuperHighPolyMorpher, Mesh_BaldeagleSuperHighPoly2Morpher)
A demonstration is ready with a character that go back and forth randomly between ground and a perch(Blueprints/BP_BaldEagleRandomBehabior).
In the demonstration you can also use an operable character(Blueprints/BP_BaldEagleThirdPersonCharacter).
Proper grounding is made by two bone IK and animation curves.
In order to express the bend of flight feathers, two bones were used per flight feathers and tail feathers.
Hence the number of bones became many(bones count:227).
Please be careful if your environment is limited in the number of bones.
How to use BP_BaldEagleRandomBehabior
1. Place the BP_LandingPoints in the scene as many as you like.
2. Place the BP_BaldEaglePerch in the scene as many as you like. Even if it is tilted, it will be gripped by the foot correctly by IK.
3. Place the BP_BaldEagleRandomBehabior in the scene as many as you like.
Then BP_BaldEagleRandomBehabior repeats the behavior of walking randomly on the ground, fly to the perch.
BP_BaldEagleThirdPersonCharacter operation method:
wasd or arrow:walk
wasd:up speed and turn speed change
arrow:forward speed and turn speed change
Scaled to Epic skeleton: Yes
Rigged to Epic skeleton: No
Number of characters:1
Vertex counts of characters:
Number of Animations:113
Animation types :both(113Animations+36root motion variation of walk and run)
Supported Development Platforms: Windows, OS X
Supported Target Build Platforms:Windows, OS X
Important/Additional Notes:The number of bones is 227.
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