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Save planet Mobius from impending doom from the nefarious Ashura and Dr. Eggman and thwart the plans of the Brotherhood of Metallix. This mod is based on a darker perspective of the Sonic the Hedgehog universe. You will have to find objects to use, solve puzzles, and interact with a number of NPC characters to progress through the story. Experience Sonic Physics; run on walls, loops, corkscrews and on water!

Report RSS Developer Post #01

A brief Discussion on SuperSonic, its creation and design process.

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Development of SuperSonic

The First Developer Post has been added to the ADR website discussing information regarding SuperSonics development, with new screenshots and detailed information.

ADR - SuperSonic

Other news:
Grinding code moves forward for multiple purpose gameplay use.
Badnik Facility assets and level construction started in UDK.

More information @ Xr-s.com

Comments
Ronnie42
Ronnie42

"Way past cool"... keep up the good work.

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KayCornea
KayCornea

Hello and nice job done with Super Sonic.
I'm just wondering, the 'Morphing' consists in bending the spines? i was considering that those are rigged,thus they can simply be animated (+ bones physics - to add some animation coolness ;] ).

Oh and btw, the last time i tried to work with morph-blending in unreal engine it gave me a lot of headaches, could you elaborate a bit on your solution?

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Dekrayzis Author
Dekrayzis

Sure!

Make sure your model is fully skinned and your weights are correct. Export the model in PSK format using ActorX if your using Max,Maya, or XSI and import your model as normal into the UDK.
Create an Animset in the UDK.

Adjust the bones on the model in your chosen 3d application to how you desire the end result to be for the morph target.
Export this model as a PSK also. In the animset go to File > Import morph target and set a morph target name.

Save your package. Go to your Animtree and add a morph node Weight connected to the morph slot on the animtree and add a morph node pose to the end of the morph node weight.

For actual blending in game, you'd have to do some unrealscripting. Check out the UTVehicle_scorpion class to get an understanding of how its functioned there. Hope the information helps.

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KayCornea
KayCornea

Yes,thnx
Actualy i have somehow gotten to the part of scripting before (in UDK) and got lost at that point,i'll see if blueprints hold any power over this kind of functions,if not then guess i'll be digging the scripts :)

With that in mind with PlayMaker in Unity i am easily able to control morphs (Blendshapes,as they're called there),i just hope blueprints aren't the same kismet with a new name.

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Dekrayzis Author
Dekrayzis

Your still gonna need to learn to code. Not everything is possible with Blueprints in UE4. Just basic level functions and structures. This is a reason why I am using the UDK and not switched to UE4. Xaklse has developed the systematic functionality required. Unreal Engine 4 is only good if you want to take advantage of its new engine capabilities from a visual standpoint. Otherwise your trying to reinvent the wheel so to speak.

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KayCornea
KayCornea

Oh, guess there's no way around it if i want to develop in Unreal. Ok then,thnx for the info, i'll do my best.

Thnx for the fast reply, and i hope there won't be any need to bother you with any more questions :)

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Dekrayzis Author
Dekrayzis

If I can help, Im more than happy to assist. :)

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