Boss Animation
- christian chinchilla
- May 18, 2021
- 1 min read
So far I have just now started working on making our Boss for the game just yesterday but throughout the week I have had ideas on how to go about it. For one it was to see if I can make a child out of the enemy's own animation blueprint since that logic wasn't going to change for the boss. As I began to work on it, it seemed that when you make a child out of it all it can really is just override the animations and not really change much. What I was hoping to get working with that was to see if I can change its skeleton and its animation as well inside of the child class. When I saw that no option was there besides retargeting the whole model to the enemy that could have taken me more work than need be. I then decided to just make the boss's own animation blueprint and follow the enemies blueprint as a guide since like I said that logic was never going to change which is why I wish the child had the option to change skeleton mesh as well and not just to have it override animations. But as of now, that has been my only hiccup at the moment I'm somewhat expecting more as I continue to work on it.
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