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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