A multi post break down of a recent post here it's gonna be pretty technical, a little dry, but lightweight. It just goes over my process with some tips. (there might be grammar error's I usually don't type this much)
If you're not familiar with Blender or Upbge here's a stockpile of youtubers I learned from about Upbge and Blender in general.
Blender Guru (the quintessential blender teacher, but check his oldest video's for context)
John Hamilton (good material shader tutorials)
ThaTimster (good tutorials and a resource for GLSL shaders)
<<FA Post Transcript>>
The game engine part of Upbge comes in the form of Logic Bricks as visual programming, Python as the api language,
and GLSL scripts for any fancy shader effects like bloom or depth of field at runtime. Character animation in the
Upbge 2.5b version is done in two parts. Both the Mesh Object and the Armature Object run Action Actuator Logic Bricks
(Or the quivalent Python api "Actuators") in tandem to get full character animation. In the logic bricks you select the Dope Sheet
Action and set the Start and Stop Frames. The "Play" mode plays once unless pulse mode is on. "Ping Pong" plays to the end then
rewinds once unless pulse modes on. "Flipper" works best with Level inputs, it plays forward while input is True,
and rewinds while input is False. The Layering functionality is a little funky and can cause odd animaton glitches with shapekeys,
but there's easy workarounds by just editing animations in the Dope Sheet window. The "Frame Property" is excellent for
assigning the animations frame number to an object property that Python scripts can interact with during runtime.
Make sure to name your Shape Key and Action Editor (Armature) Actions accordingly. They use different
sub windows to edit in the Dope Sheet Window but the Logic Brick drop down for actions doesn't delineate between the two.
If you're not familiar with Blender or Upbge here's a stockpile of youtubers I learned from about Upbge and Blender in general.
Blender Guru (the quintessential blender teacher, but check his oldest video's for context)
John Hamilton (good material shader tutorials)
ThaTimster (good tutorials and a resource for GLSL shaders)
<<FA Post Transcript>>
The game engine part of Upbge comes in the form of Logic Bricks as visual programming, Python as the api language,
and GLSL scripts for any fancy shader effects like bloom or depth of field at runtime. Character animation in the
Upbge 2.5b version is done in two parts. Both the Mesh Object and the Armature Object run Action Actuator Logic Bricks
(Or the quivalent Python api "Actuators") in tandem to get full character animation. In the logic bricks you select the Dope Sheet
Action and set the Start and Stop Frames. The "Play" mode plays once unless pulse mode is on. "Ping Pong" plays to the end then
rewinds once unless pulse modes on. "Flipper" works best with Level inputs, it plays forward while input is True,
and rewinds while input is False. The Layering functionality is a little funky and can cause odd animaton glitches with shapekeys,
but there's easy workarounds by just editing animations in the Dope Sheet window. The "Frame Property" is excellent for
assigning the animations frame number to an object property that Python scripts can interact with during runtime.
Make sure to name your Shape Key and Action Editor (Armature) Actions accordingly. They use different
sub windows to edit in the Dope Sheet Window but the Logic Brick drop down for actions doesn't delineate between the two.
Category Artwork (Digital) / Tutorials
Species Unspecified / Any
Size 1024 x 1024px
File Size 261.3 kB
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