I migrated from Maya to Unreal to set up the rigging systems since they have updated their rig building mechanics
Beginning Problems
After I fixed and set up my skeletal mesh I decided to not use the modular rigging due to my rig system having many errors. To use the modular rig system you need to have a somewhat compatible and clean model
Quetzal Model
I downloaded some free pterosaurs available on the Sketchfab market. This was to save me time modeling more Dinos and focus mainly on my animation rigging points
Wing Rigging
For the transferred model I went closer to the eagle's rigging system due to the model having closer flying animations than thus walking
Unhinged Memories
Game Development
This project was my very first game developed using Unreal Engine 5.2. The project is a first-person horror game settled in Japan that time loops between the 1600's all the way to the 1950's. As a student at Vertex Bootcamp I was able to create a horror game with levels and jump scares starting with little experience in Unreal Engine
Opening Scene
Environment created using Megascans in Unreal Engine This was the original opening scene for the game
Mixamo
I imported meshes from Mixamo and modified the animation Blueprint once it was imported to U.E. I also set up the lighting and camera angles for this level sequence trigger
Niagara FX
The particles were using a Niagara effect template and I changed the material settings inside the Blueprint. For the reflection of the teleporting end gate, I changed the materials and set up a trigger box effect. Also take a peak for the floating Kimono's those were set up blue prints that are triggered to float towards the player to add a little haunting effect
Character Animation Blueprint
This part was fun, I imported an animal pack from the marketplace in Unreal. Then I imported it to Mixamo to give it the standard Animation Blueprint. After that I modified the animation Blueprint in Unreal
Target Points
I set up trigger effects with Niagara's template and marked them with the target points as well as setting up the blueprint for the trigger effects
Level Sequence- Jump Scares
I imported meshes from Mixamo and modified the animation blueprint once it was imported to U.E. I also set up the lighting and camera angles for this level sequence trigger
Door Mechanics
I set up a key function event for the player to be able to hide from the "monster" using a door/hide function from using Unreal's blueprint. Here you can also have a glimpse sound effect of the monster looking for the main player. Spooky!
Links
For more information about the game, here is a link to my ArtStation: