Much of the session today was spent doing more work in Unity, which I was ok with this time, as I knew we were going to look at Unreal Engine too.
The basic theme of our Unity work was explore the process of 3D animation, as well as how to import animation sequences from a free animation library Mixamo, and apply them to a character.
After we finished creating a short animated sequence in Unity, we moved onto Unreal Engine. The tutor went on to walk through Unreal's interface and show us the functions of each tab in relation to Unity.
One part of Unreal he put a lot of emphasis on was the blueprints system, which used nodes to create certain functions rather than lines of code. The tutor also talked about the way coding works in Unreal, which is a little different due to its reliance on the C++ coding language rather than Unity's use of C Sharp.
He showed us how to create a VR specific character using information given by a headset to automatically create a basic blueprint for VR functionality. Though specific elements still need to be tweaked and edited to fit my purposes, this would definitely give me a good starting point.
However, as standard, the VR setup uses a teleporting method of movement, whereas I would prefer the user to move by pressing certain buttons on the controller rather than having to teleport from one stationary spot to another. This may present an interesting challenge later on, but I am willing to tackle that issue when it becomes relevant.
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