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This week I focused on getting the new Hobgoblin character in game and working.  While there were a few hitches, it worked out very well.

I wanted to have one skeleton that could represent a few different creatures.  This would give me a chance to have a bit of enemy variety but not have to remake 30 animations.  It worked out really well, and I'm surprised how flexible Unreal Engine is with how I set things up.

Each head has their own blendshapes/morphtargets, and I can import animation of these blends as I need them.  Its surprisingly flexible, and worked out about as well as I could have hoped.

I wasn't so lucky with how I hoped to tint the skin.  For that I'll have to go back and actually paint white skins, and use those as masks.  So while I'm not super excited to do that, it shouldn't be too difficult to pull off!

As can be seen above, I'm also going back and filling out useful animations I want for the other mobs as well.


I also got my tablet back from Wacom, and everything seems to be working better then ever. While I wasn't so happy with the RMA process through Wacom, they did take care of me in the end, so I'm not sure how much more complaining I want to do.  Maybe I'll make a seperate post explaining my concerns.
So this will allow me to get back to modelling, which I'm really excited for.  I'm gonna try to set a day aside specifically for modelling, and when I do, I'll be sure to stream it.


There were some other programming changes I worked on as well, but that stuff I want to hold back and discussion of until its all meshing together.


This week I have a little bit of final animation work to do with the hobgoblin, and then I should be able to start activating him in game.  

If you want to know when I'm streaming, follow me on picarto: https://picarto.tv/Mithos56
It should notify you when I go live.

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Mingrui

Are those things getting bigger every time or is it just me? :D I so hope you will add a slider at some point. Not a fan of those balloons. :D ;)