Devlog · tag
animation
15 entries tagged “animation”.
-
Kicking-Out Time
A Local Fog Volume that vanishes around the player standing inside it in Unreal Engine 5.8; also an NPC who looks seated on nothing outside a kebab shop at four in the morning, a parcel of chips hidden inside her trousers, a barber who walks out of his own shop on a Monday, and a hairdresser's ceiling that renders black while the room below it is lit.
-
Loyal for Life
A skeletal mesh that explodes into giant shards in PIE in Unreal Engine 5.8 while its bounds read normal, because the Blender export put the root bone at scale 1 instead of 100; a stray dog AI that freezes when its flee point lands in fenced gardens; a Blueprint builder whose delete_node TypeError was swallowed so a graph doubled to 146 nodes with a clean readback; and a TextRender label that reads backwards.
-
Cut and Fill
An NPC dog in Unreal Engine 5.8 that slid along the pavement without moving its legs because SetAnimation in single-node mode loads a clip paused, a landscape hole cut with LandscapeVisibilityMask after the legacy hole material had crashed three editors, a stray hole punched by clicking the viewport with the Visibility brush armed, a road-gradient check that passed while the carved terrain had 13 m cliffs inside 28 roads, and eight autograss buggies built in Blender to the real rulebook.
-
Party Wall
An Unreal Engine 5.8 river that drew no water for 2.9 km while buoyancy, current and water audio all still worked, a doorway cut into a wall mesh in Blender that made the navmesh vanish from a cellar staircase five metres away, a MetaHuman doorman who slid instead of walking because his in-place walk clip moved each foot about 1 cm, MetaHuman clothes that froze while the body animated, NPCs who could not open their own front doors, and a PIE session at 1 fps that made the MCP server report itself unavailable.
-
Root Lock
A seated MetaHuman in Unreal Engine 5.8 sinks back through his chair because Force Root Lock was on in a clip whose seat offset lives on the root track, raises his pint to his right eye instead of his mouth, never empties his glass, and carries it back from the bar tilted 60 degrees; plus a camera that looked inside two buildings with no collision that turned out to be HLOD stand-ins, and a bus that drove through the police car in the game's opening.
-
Shuffle Turns
A MetaHuman walk clip that made two snooker players walk 20 cm crouched because it carried another body's bone lengths, a turn-in-place animation whose planted foot skated 20-70 cm because the clip was a shuffle, a one-metre teleport at every corner of an offset path, and an Unreal Engine 5.8 editor crash in USoundCue::Parse from a SoundNodeRandom whose child_nodes were set from Python.
-
Ground That Isn't There
Animals falling to their deaths through streamed-out landscape in Unreal Engine 5.8,
-
The First Time Anybody Looked
A day of green numbers on the snooker club - 30,009 rules checks passed, 139 voice
-
Agreeing on the Wrong Answer
A frame of snooker that looked like a close game turned out to be two players
-
One Key for Everything
Three separate keys stopped working in one nine-minute playtest, for three
-
Four Centimetres Under
A man stood outside the depot having a cigarette and James asked whether he was on
-
It Was Never the Frame Rate
A nine-second shot of a man in a lorry cab looked like it was running at fifteen
-
The Man Who Does It for a Living
A refuse loader who does the job for a living watched the bin round and said the
-
Clothes for Somebody Else's Body
A garment that looked perfect in the rest pose slid down and tore apart the instant the character walked, and the cause turned out to be the mode the clothing was being driven in rather than anything wrong with the clothing.
-
In Time With the Music
The nightclub got a music-reactive light rig and one dancer who moves in time with the track, and the reason it works is that tempo is measured offline and baked while only loudness is read at runtime.