November 5th, 2020
Ben & Jace Talk: Mesh Animation vs. Material Animations (Part 3)
https://www.youtube.com/watch?v=omjFqZQV9fI&t=738
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Ben
So that is another one of them.
Then one of the players I am going to look a lot at, the Flow Indicator, which was a really challenging one because it was really hard to,
Also do it design-wise.
Like to figure out what to do at all.
Yeah.
Because it was like, how do we tell how full it is?
How do we tell which direction it moves?
How do we tell how fast it moves?
So all those questions had to be answered.
So if we take the...
Jace
Pretty
Ben
efficient design.
The
Ben
flow rate.
Here we can see it goes that direction.
And...
the code it changes the direction negative if it goes the other way
Jace
yep
Ben
so uh yeah that's that's how we opted it for it and if it would flow less the rings just expand less like
Jace
okay so this is is this also just kind of like done with math then you're just taking the mesh yes and moving it and uh scaling it a little yeah okay
Ben
so it's all just
Jace
that's
Ben
really cool it uh works
It's like in between these.
So here you can see the mesh with the colors.
Let's go in color mode.
So the red and green is the site, how far it should be moved, which ones should be moved out when the content increases.
Jace
Right.
Ben
And then every segment of the ring has an ID in their color.
That's why the color difference is slightly different each of them.
It's hard to see, but you have to trust me on this one.
Sure.
And then I just adjust it based on the inputs that it gets from the programmers.
Jace
Yep.
So this is why you pay attention to math class, so that when you make pipes in a video game...
I'm terrible at
math.
Jace
you actually yes well there you are don't pay attention to math class it doesn't matter he just goes to uh google and looks for these solutions so yes go to stackoverflow.com and be like how do i do this and someone's like
Ben
gosh ironically most of the answers i find on the unity forms
Jace
yeah oh really yes there you are
Ben
even though uh we are using unreal but the math is universal anyway so it doesn't matter yeah yeah