326

(7 replies, posted in Tips & Articles)

works great! thanks!

327

(7 replies, posted in Tips & Articles)

a ko sign is very common in basically every fighting game out there, but just recently i've come across the fact that UFE doesn't show a KO message or SOUND when a character is defeated...

so, i wanted to know, how could it be implemented?

Thanks!

328

(145 replies, posted in Showcase)

Here are some new screenshots... i'll release a new trailer soon...
http://s5.postimg.org/3ljnw8y5z/rh_field.jpg
http://s5.postimg.org/3x1490elz/rh_field2.jpg
http://s5.postimg.org/qbisp8hdh/eva_003.png

Evangeline is of course inspired by the anime series Evangelion.

329

(11 replies, posted in UFE 1 (Deprecated))

hey that's great! Thanks!

330

(11 replies, posted in UFE 1 (Deprecated))

YumChaGames wrote:

Oh, her knife.  I didn't realise she was an asymmetric character sad.

Is there any animation applied to the knife, or is it just simply parented to the hand bone (so rotates with the hand, does not animate by itself)?

the knife has it's own joint and it has a bit of animation, in a couple of attacks she spins it for reverse slashes and other effects.

Hi!

i'm having a really good time with the new GUI options in UFE, but i came across a little problem. i was changing the character select screen, and everything works fine, except that the first character in my grid never appears with it's small portrait

http://s5.postimg.org/8thkfn8jb/error_character.jpg

and also the portraits appear a bit strange, like stretched out, wich never happened in the last version. i supose it's a very simple thing, but can't find out exactly what.
http://s5.postimg.org/r7s3jmktz/new_menu.jpg

Thanks for the help!

332

(11 replies, posted in UFE 1 (Deprecated))

so far no luck... also there's this problem with her knife, wich is only in one hand, and I don't have a joint in the other hand... i really don't know how to fix the skirt... tha start all over again...

333

(3 replies, posted in Animation)

here are some of her animations.

[media]https://youtu.be/61M5GzxkpDw[/media]

and some in game...

[media]https://youtu.be/7NLINcVmLGI[/media]

what do you think?

greetings!

334

(4 replies, posted in Tips & Articles)

Of course, these are for the community!

335

(11 replies, posted in UFE 1 (Deprecated))

i just transfered evageline to mecanim, and indeed, the skirt looks great n both sides... but the animations are all messed up, in terms of somethimes the feet goes above ground, the basic roation changes, and some moves where she turns 360 don't do it now.... mmm...

336

(11 replies, posted in UFE 1 (Deprecated))

the mecanim bones need a root bone of any kind?

thanks

337

(11 replies, posted in UFE 1 (Deprecated))

I Made The animation in blender, how are the chances it can work on my character by just switching modes!?

338

(145 replies, posted in Showcase)

Here are a couple of screenshots from the actual build...

http://s5.postimg.org/elap93rav/eva1.jpg
http://s5.postimg.org/fkwer2h2v/eva2.jpg
http://s5.postimg.org/b0etpvmrb/eva3.jpg

also, this is my 100th post!

339

(4 replies, posted in Tips & Articles)

Here's tutorial No.3, about required moves... there's only one left, Counter moves.

[media]https://youtu.be/9VRIbluNde8[/media]

340

(4 replies, posted in Tips & Articles)

Here's the tutorial No.2, about no condition when linking moves.

[media]https://youtu.be/VyiIxob5uTY[/media]

341

(4 replies, posted in Tips & Articles)

Here's another little tutorial, my first tutorial about combos in UFE. I'm really sorry about the accent, not so good at speaking english.
[media]https://youtu.be/o-QKvpKkKXQ[/media]

342

(0 replies, posted in Tips & Articles)

Good evening! i've had a lot of help and feedback from the forums and really wanted to give a little back with something to share with the community, so i've decided to make some little tutorials about basic topics for UFE.

this first tutorial is pretty basic, is how to set up a normal attack on UFE. i have a new character in the works, so i'm using here as well to make the tutorials as i make her moves. Hope you found them useful, thanks again!

[media]https://youtu.be/qmz_Db3C7Io[/media]

343

(145 replies, posted in Showcase)

i'll upload a little tutorial on 3D SCULPTING and normal BAKING SOON!

344

(11 replies, posted in UFE 1 (Deprecated))

Hi!

i'm working in new characters for the Game and recently decided to use CLOTH simulations for a skirt and a Handerchief in a new character.... so far everuthing is really good, but i noticed something when my character switches to the P2 side it's cloth behaves oddly... i supposse it has something to do with the way UFE inverts the character to create a mirror effect similar to old 2d fighting games, and i was wondering if you think there's a way to fix this.

Thanks!

http://s5.postimg.org/6wm4m47p3/proceso_eva10.jpg

345

(145 replies, posted in Showcase)

vvaris wrote:

Are you using "root motion" in any of your animations? I'm asking because I'm having trouble getting them to work on our project.

i imported an skeleton with a root joint into unity and the animations didn't work at all, so removed it and that made them ok.

346

(145 replies, posted in Showcase)

If you had to chance to play the demo, i would like to know, what are your impressions, or commentaries.

Thanks!

347

(3 replies, posted in Animation)

working on the next characters... maybe not the best anim, but quite.

it took me 7 minutes... per animation... :S

WALK FORWARD
http://s5.postimg.org/p89io3t9x/output_NRe5_TP.gif
WALK BACKWARDS
http://s5.postimg.org/geim706b9/output_vd9_Dpd.gif
CRUMPLE
http://s5.postimg.org/a3deql52t/output_d_EZzam.gif

348

(5 replies, posted in Character Design)

YumChaGames wrote:

It's hard to tell from the time-lapse.  How long did the sculpt take?

The Head, around 2 hours, but of course, i earlier made the "BASE" head wich i transform according to the character, as all of them use the same basic features... except Michael Archangel... the original head took me like 2 more hours...

the body was around 3 hours and a bit more... :S

349

(5 replies, posted in Character Design)

Yes, the program tends to crash after the poly count goes too high or You work for too much time straight. But it always saves the mesh once You relaunch it. I've never lost any work on sculptris. XD

350

(5 replies, posted in Character Design)

THe next characters for tzompantli are under development, Roman, a federale, and Evangeline a Japanese Robot.... pretty strange stuff here...

i made a special video using screenshots taken during the modeling process, here it is:

the program is SCULPTRIS, and i'm using a Wacom Bamboo tablet.

[media]https://youtu.be/NpsP5ncR14o[/media]