Building Facade
Types
Compound Asset - Animator
🟡 Medium
ABOUT
PROS
CONS
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Notes
Consider making matching walls for level designers to use on the other faces of the building or creating a matching block.
Do not add animations to an Asset that players are meant to enter. It will create a collision boundary around the whole Asset.
The most essential part of the design is the opening for the player to pass through. To do this, you must break down a wall into smaller sections and leave an opening without a Model that is the same scale as a door (single or double). Do not include a door in your design. The level designer will add a door and logic so players can get through the opening.
Recommended Workflow
Create a new project in the Animator and add a Control node in the skeleton on the left.
Create a new VXM in the Library and open it in the Modeler.
Create a 3D "sketch" of your Asset as this Model. Modify the collision boundary, create your asset, adjust the pivot point, and trim the volume. Save and exit the Model, then drag and drop it into the node you created.
Use the "sketch" Model to guide the shape of your rig. You can select voxels and choose "Save Selected Voxels" from the Edit menu to create new Models or create new ones in the Library. Trim, adjust the pivot point, and position Models you create into a skeleton of nodes in the Animator. Keep the total faces below 5,000 and nodes below 175.
QUALITY & PERFORMANCE
Follow Quality Guidelines to make the best version of your Asset.