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Animation Fundamentals

Week 5 – More Squirrels & Physics in UE

THURSDAY

Using Physics for Animation in UE –


In our recent Unreal Engine session, we delved into the fundamental physics governing objects within the platform. Beginning with a simple sphere, we experimented by modifying various properties to observe their impact on its bouncing behaviour. This hands-on approach allowed us to grasp how altering these values influences the sphere’s dynamics.

Creating chain link in UE

Progressing further, we transitioned to working with a chain link, where we implemented constraints between each link. This step was crucial to ensure proper physics application, enabling Unreal Engine to comprehend how these interconnected links would interact within the game environment. By adding constraints, we laid the foundation for realistic physics simulation, enhancing our understanding of object behaviors and interactions


FRIDAY

In this class, we continued to work on our Ball with the tail blocking. Upon receiving feedback on my blocking, I discovered an issue: the tail wasn’t synchronising correctly with the body’s movements. George offered an insightful analogy, similar to a rollercoaster with its buggies. He encouraged me to envision the lead buggy’s motion and how the subsequent ones would follow the same path. This analogy significantly aided in visualising and rectifying the tail’s movement.

Implementing George’s feedback, I decided to refine the tail’s motion to achieve better synchronisation with the body. The rollercoaster & buggy analogy served as a helpful mental model, enabling me to adjust the tail’s movements to ensure a smoother and more coherent animation sequence.

Ball with tail Animation