Thursday, 21 March 2013

Target Development


The next step was to test how my outcome would work within the games engine, so I exported the target from Maya as a FBX and brought it into Unity. As an FBX file the target should have taken all the animations along with the model however I encountered my first setback were Unity didn’t read the shatter effect that I worked so hard to create in Maya.

To resolve this problem I was to revert back to Maya and rebuild a new board, without any N Dynamic animations this time. To build the new board I mimicked the shape of the previous version however this time I used the cut face tool to split the board into however many pieces I thought seemed appropriate (these being the amount of times the board will beak apart each time it is shot at). With this model now imported into Unity as a separate object to the rest of the target, I could monitor its animation using physics within Unity to create a similar shatter effect, which was how I resolved the shatter effect problem.      
 



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